Open Gaming Content: Non-generic names of individual weapons (e.g. "The Hermatrode") or fictional
companies (e.g. "Gnorg Industries") are Product Identity, but can be used with permission from the author. Mention of
the authorship in the credits of your own work is sufficient for permission to be implied—no prior notification is required.
The only use that is not permitted is to resell the content in another collection of weapons. Any mention of or reference
to any company or product in these pages is not a challenge to the trademark or copyright concerned. Everything else
in this book other than art, the product title (1001 Science Fiction Weapons D20 Version), "Plain Brown Wrapper
Games" and this credits page is designated as Open Gaming Content.

From the Dawn of Time, human totally generic.
beings have ceaselessly quested
for new and interesting things to Nor are there a lot of new rules to
bash one another with. In the clutter up your game. We have a
spirit of this bold and noble few new feats and Weapon
endeavor, I present you here with Proficiencies, but no more than are
no less than One Thousand and absolutely required. Nothing here
One new implements of bloody will force you to change any
carnage, for all your science- existing game mechanics. Ideally
fiction savagery needs. The future you should be able to fit these
is a marvelous time to hurt weapons into your game without
people, and I applaud your anything but the Player's
decisionYou
What Will
to use it asFind in This
a setting for Handbook. A number of these
your campaign. How can we be of weapons affect the mind, but you
Book
service? won’t need the Psionics Handbook
Game statistics for one thousand to use them. You won’t even need
and one weapons. In cases where a D20 Modern (although the weapons
given weapon is likely to be widely in this book are all perfectly
used I have provided a basic compatible with it).
version and then a few variants, so
that if everyone in your game is You also won’t find any attempt on
running around with, say, Blaster my part to be absolutely
Pistols, they won’t all have to carry comprehensive. I've provided you
the same model. with weapons that I thought you
might find fun and amusing,
without trying to work out every
What You Won't Find in last possible permutation and
This Book combination. Frankly, the Double-
You won't find materials relating to Bladed Chainsword is silly enough--
any specific game universe-- I want do you really want me to come up
you to be able to adapt this with a "Chain-Axe" or a "Chain-
material as freely as possible to Halberd" and make it even sillier?
your own campaigns, so I have Nor would I try to rip you off by 5
done my best to avoid using making a "Chain-Broadsword" a
specific backgrounds for any of "Chain-Longsword" and a "Chain-
these weapons. There are one or Bastard Sword" and calling them
two places where I couldn’t resist, three different weapons. It’s my
intention to give you the greatest
Using these materials in carefully consider the effect that a
your SF D20 Campaign given weapon will have on your
The weapons listed here aren't game before you introduce it. This
intended for any one particular is actually easier to do than most
science fiction campaign setting- manuals on Gamemastering claim.
that's why so many of them have A little foresight and you’ll be fine.
such generic names. Rather, they A Few Words About Money
are intended as a toybox you can Money is a crucial element of most
pick and choose from. The items Science Fiction campaigns. If
you like should fit seamlessly into anything, SF games are even more
your campaign and you can leave money-driven than fantasy games,
out the rest. since more equipment is for sale
There may be places in the text and it can do more for you.
where I suggest that a particular The precise cost of an item that a
type of defense would work character wants can have a big
particularly well against a given effect on the decisions they make,
weapon (for example I mention so the DM should feel free to
that there are types of reflective fiddle with any and all of the
armor out there which will protect prices given here. These are
against lasers). These are only approximations, based on what
suggestions, entirely up to the DM things might be like in a typical
to interpret. There are no defensive "Space Opera" universe in a
devices and no armor in this society not too unlike our own.
book— just weapons. Your universe (or the demands of
It is not inconceivable that a single your plot) could be very different
science fiction universe might You may notice that all prices are
contain every one of the weapons listed in "Units." What's a Unit? It's
listed here, but my intentions are a generic unit of currency, equal in
really just to give you the widest value to roughly 1 American Dollar,
possible list to choose from. or one Silver Piece. I frankly don't
Game Balance and Massive know what kind of currency you'll
use in your game, whether you'll
Firepower call it "Credits" or "new-Dollars" or
It’s tough to maintain game "Neo-Yen", so I thought I'd just
balance when your players have give it to you in the equivalent of
access to hideously powerful SP and let you take it from there.
weapons. As a general rule, the
best way to combat the problem is Most D20 science fiction
to give their opponents the same roleplaying games use actual
kind of hardware, or better yet, money instead of the D20 Modern
different but equally powerful system of Purchase DCs. This is to
hardware (which of course is a lot be expected, since most science
easier to find when you have 1001 fiction heroes, like their fantasy
options to choose from). This does counterparts, are shabby characters
have a tendency to shift the focus who don't have 401 K plans or
of the game from the characters to Savings Accounts to keep track of,
their machinery, but then again a and whose fortunes rise and fall
lot of science fiction is actually like dramatically with their adventures.
that. Their wealth is easy to keep track
of, without getting bogged down
Still, let's face it--some of these in the details of interest rates and
weapons aren't really intended for escrow.
Player Characters to lug around in
their knapsacks. Alien artifacts For those of you who find it easier
gathering space-dust at the to use Purchase DCs (or who are
bottom of nameless ruins, or the operating in a game environment
twisted fruits of Mad Science, these where it just makes more sense to
items are really more suitable for do it this way) I have provided
cackling arch-villains, crazed purchase DCs on each of the
cybernetic intelligences or Martian weapons in this book. However,
invaders to have in their arsenals. they are even more fluid and
approximate than the listed prices.
Less civic-minded Space Heroes The Purchase DCs in D20 Modern
may decide to keep Doctor are based on a set of common 6
Ghastly's Diabolical Atomic Ray assumptions about the world that
instead of destroying it or turning you can’t really make about most
it over to the Ministry of Space. science fiction settings. In an SF
How to keep them from using it to game, how tough it is to acquire a
blackmail the world themselves (or given weapon depends largely on
don't have them) options, not tie their hands. In
Do hand-held particle accelerators some campaigns projectile
first appear before or after weapons will still be in use in
microwave weapons? Does the the 40th century. In others
antimatter rifle make its first you’ll see phasers and matter
appearance on the battlefield transmission by the mid 22nd.
before fusion pistols? After them?
At the same time? Will new With that said, it does seem clear
advances in recoil compensation that some of these weapons are
give us a whole generation of more advanced than others. We
super-high-caliber slugthrowers? list, for example, primitive laser
Will new advances in propellant guns and then later, more
instead give us a whole generation effective models. It also seems
of ultra-light, super-fast bullets? clear that things like antimatter
rifles and lepton projectors should
The answer to all these questions appear considerably later than,
is, frankly, who knows? Nobody say, shotguns and grenade
can make anything more than a launchers.
few vague educated guesses at the
future of firearms technology and The following chart lays out a loose,
once we start to get into energy tentative future history of weapons-
weapons, the waters grow even enough to keep things from getting
murkier. confusing, but not enough to slave
the DM to a single rigid
Frankly it should be up to the DM technological track. Please note that
to decide what kinds of futuristic in some futures many of these
weapons are available to the weapons are never developed, or
players. This book is meant to give developed in some unusual
the DM more sequence.

A Word About Silly Using These Weapons in
Weapons Your Own Work
There are so many weapons in How much of this book is Open
this book that at least one of Game Content? All of it! You can
them is bound to seem dorky to use the stats for these weapons
you. In some cases it’s however you like. Feel free to put
intentional—the Freeze Cannon them in your own published
and the Atomic Ray are intended adventures and sourcebooks. If you
for a particular style of B- Movie use the name of a named weapon
camp SF. With others it’s more a ("the Hermatrode" for example, or
question of taste. the "Tuff-Hammur") then I would
greatly appreciate it if you would
If the Vibro-Claws or the Flying mention me and this book in the
Buzzsaw Blade seem goofy to you, acknowledgments. Quite frankly, I
what can I say? I assure you, want the broader gaming
there’s some guy out there in a community to be able to make
Slayer tee-shirt who thinks they’re good use of this material and I want
the best thing I’ve come up with, it to get as much exposure as
and I want him to enjoy this book, possible. The only use of this work
too. I make no excuses, but you that I would object to would be if
can have my apologies, if you you were to take a bunch of my
want them. weapons and try to sell them as a
weapon sourcebook of your own, or
use the descriptive passages I've 7
slaved over without mentioning me
in the credits.
Extra Feats and Skills
We’ll try to keep these to an feats or skills at all—they’re
absolute minimum—the whole adapted directly from that book.
philosophy of this book is to The only completely original one is
clutter up your game with as few the feat “Yo-yo Tricks”, which I
new rules as possible. Those of you don’t imagine a lot of you are
who play D20 Modern won’t have going to feel forced to use.
to adopt any new
New Feats
Burst Fire New Weapon
Prerequisites: Wisdom 13,
Personal Firearms Proficiency, Proficiencies
Advanced Firearms A few of these are required to keep
Proficiency. track of all the new types of
weapons--we’re introducing in this
Benefit: When using an automatic book. It wouldn’t really work to just
firearm which holds at least five class everything more advanced
bullets, the character may fire a than a crossbow as an “exotic”
short burst as a single attack weapon.
against a single target. The
character receives a -4 penalty on Slugthrower Weapons
the attack roll, but deals out +2 (Called “Personal Firearms” in
dice of damage. Firing a burst uses the D20 Modern rules)
up five shots and can only be done This proficiency covers any weapon
if the weapon has at least five smaller than a rocket launcher that
rounds left in it. spits out projectiles. Everything
Normal: Autofire uses ten bullets, from a derringer to a .44 Magnum
targets everything in a 10-foot-by- to a double-barreled shotgun to an
10-foot area, and can’t be aimed at AK-47 is covered by this proficiency.
a specific target. Without this feat, Gyrojet weapons are so similar in
if a character attempts an autofire shape and function to conventional
attack at a specific target, it simply bullet-launching guns that they are
counts as a normal attack and all covered by the same proficiency, as
the extra bullets are wasted. are Gauss Weapons.
Special: Some firearms have burst There are still a few heavy squad-
settings that use less than five support weapons that fire
rounds. If they are using one of projectiles, but require specialized
these weapons, a character with the training to use. Missile launchers
Yo-Yo
Burst FireTricks
feat can and heavy machine guns, for
This
a feattarget
single allowsthatyoulaunch
to perform
uses
a burst at
up Make a example. These weapons require
amusing tricks with a yo-yo. specific “Exotic” ranged weapon
however
Reflexes many rounds
Saving Throw the
vs. DCweapon
10
requires to count as a “Burst”. So if proficiencies.
every time you use the feat. If you
the weapon
succeed, you fires
havefour-round
probably bursts
they only need to use up vicinity
four
delighted
rounds of any kids
ammunition, in the if it fires Energy Weapons
and
threemade
round any adults
bursts theypresent
onlyyourneed This proficiency covers most
wonder if three
you have wasted life weapon that use a beam or bolt of
to use
(but at up
least you rounds
didn't and
waste so it on
forth. energy to damage the target.
roleplaying games!) If youblasters,
Lasers, own a ion copy of D20
weapons,
microwave
Modern guns, etc. Sonic
At the DM's discretion, a successful weapons and stunners also fall
yo-yo tricks roll may add a +2 to a These
this weapon
category. proficiencies areinto
reaction roll or subject it to a -2 compatible with D20 Modern, but
penalty, depending on who you are simplified
A few energy a little. Thererequire
weapons is, for
trying to impress. Many of you may example, no separate category
additional specialized training to for
be asking "what the Hell is this feat “Archaic”
use. SomeMelee
of them Weapons.
are heavyI want
even doing in this book?" I can only you to belike
weapons ablelaser
to adapt
cannonsthese
or new
suggest that you read on. weapons
fusion guns, others are just sostyle
freely into whatever alien
of campaign
that you like,unfamiliar
they’re radically and who to
8 knows what characters.
kinds of melee
most player These
weapons might be
weapons require specific “Exotic”
ranged weapon proficiencies, and
are clearly marked as such in the
text.
“archaic” in a given campaign Martial and Exotic Melee Weapons.
world? It’s simpler just to break it
down the way the Players’
Handbook and the Dungeon
Master’s Guide do it—into Simple,
Skills
New action. Placing an explosive device
takes 1 minute or more, depending
Demolitions (Inty on the scope of the job.
Trained Only Repair (Int)
Check: Setting a simple explosive Trained Only (But see “Jury Rig”
to blow up at a certain spot
doesn’t require a check, but option below)
connecting and setting a Check: Allows the character to
detonator does. Also, placing an repair mechanical or electronic
explosive for maximum effect devices. The DC is set by the DM,
against a structure calls for a taking the individual circumstances
check, as does disarming an into account. The amount of time
explosive device. required to repair a weapon or
device is also strictly at the DM’s
Set Detonator: Most explosives discretion.
require a detonator to go off.
Connecting a detonator to an Most simple repairs have a DC of 10
explosive requires a Demolitions to 15 and require no more than a
check (DC 10). Failure means that few minutes to complete. More
the explosive fails to go off as complex repair work can have a DC
planned. Failure by 10 or more of 20 or higher and require an hour
means the explosive goes off as or more. Making repairs may also
the detonator is being installed. cost money, at the DM’s discretion
(if spare parts are required).
A character can make an explosive
difficult to disarm. Jury-Rig: A character can choose
To do so, the character chooses to attempt jury- rigged, or
the disarm DC before making his temporary, repairs. Doing this
or her check to set the detonator reduces the Repair check DC by
(it must be higher than 10). The 5, and allows the character to
character’s DC to set the detonator make the checks in a single
is equal to the disarm DC. round. This is the usual
technique a character would use
Place Explosive Device: to clear a jammed weapon. It
Carefully placing an explosive can be used untrained, at the
against a fixed structure (a usual -4 penalty.
stationary, unattended
inanimate object) can maximize A jury-rigged repair can only fix a
the damage dealt by exploiting single problem with a check, and
vulnerabilities in the structure’s the temporary repair only lasts until
construction. the end of the current encounter.
The jury-rigged object must be fully
The DM makes the check (so that repaired thereafter, at the full time
the character doesn’t know exactly and cost.
how well they have done). On a
result of 15 or higher, the A character can also use the jury-rig
explosive deals double damage to option to hot-wire a car or jump-
the structure against which it is start an engine. The DC for this is at
placed. On a result of 25 or higher, least 15, and it can be higher
it deals triple damage to the depending on whether or not the
structure. In all cases, it deals vehicle is equipped with security
normal damage to all other targets devices. The DM has the final say.
within its burst radius.
If you fail a Repair Roll, you are
Disarm Explosive Device: normally free to roll again, although
Disarming an explosive that has this is at the DM’s discretion. The
been set to go off requires a DM may decide that a failed Repair
Demolitions check. The DC is check has some sort of negative
usually 10, unless the person who effect on the device that prevents
set the detonator chose a higher repeated checks. 9
disarm DC. If the character fails the
check, he or she does not disarm Special: A character can take 10 or
the explosive. If the character fails take 20 on a Repair check. When
by more than 5, the explosive goes making a Repair check to
off. accomplish a jury-rig repair, a
jammed weapon with a jury rig, which can be done by Craft (mechanical) or Craft (electronic) can provide a
hand at no penalty. +2 synergy bonus on Repair checks made for
mechanical or electronic devices.

Organic Weapons
Some civilizations develop technologies that revolvexclusively around bio-engineering. They grow lving houses, living tools
and weapons, sometimes even living stahips.

Bio-technology can be unnerving to use. Tools breate or shed dandruff or pulse warmly in your graspWeapons may need to
be fed, or be prone to flatulence, skin raises and/or nameless sticky secretions. Bio-tech alo tends to be relatively ineffective
in a vacuum-most of these wepons can't survive the rigors of space any bettehan the characters who wield them.

Most Player Characters s hail from worlds that takemore familiar technological paths, so the weaporiisted below will largely
be found in the hands of NPCs. If a Player Character picks up a bio-weapon, the DM should mak an effort to bring across a
sense of its strangeness

Please note that while a lot of these weapons areffectively Constructs in game terms, by no means a lof them are. Some
biological weapons have enough brain-power tmake limited decisions on their own, while othersre just tools made of meat.
At times the distinction can be conrtsing. Most Scuttlebombs, for example, have to trck targets and find their way across
uneven terrain. This require enough moxie that it's best to treat them as biological Constructs. Most Living Torpedoes, on
the other hand, require oi more wits than are required to glide over to a tget square and explode. In game terms, they're
effectively self-propelled grenades, not constructs. Check carefully before using a biological weapon in combat to see which
type it .isIt will help prevent a lot of needless confusion

Organic Melee Weapons
uncomfortably warm and throbs faintly in the user's
hand. The blade can be used as many times as you like
and then disposed of. Twist the bulb on the bottom,
dislocate the tiny bones under its skin and will melt
away into a pungent smelling stain withi ia minute. It is
utterly undetectable by any sensor- system that isn't
specifically designed to look for organic weapons--it
Disposable Organic Blade even mimics the user's scent.
Size: Small (No bonus or penalty to conceal with a
"sleight of hand" roll)
Cost: 275 Units
Disposable Organic Blade, Venomous
Tentative Purchase DC: 13 (usually illegal) Required
Size: Small (No bonus or penalty to conceal with a
Proficiency: Simple Handed: Requires 1 hand to use
"sleight of hand" roll)
Range Increment: 10 feet (if thrown)
Cost: 300 Units
"To Hit" Bonus: -Rate of Fire: Can only be used once.
Tentative Purchase DC: 14 (usually illegal) Required
Damage: 1d4 Slashing (19-20 x2)
Proficiency: Simple Handed: Requires 1 hand to use
Weight: 1 pound Armor Class: 9 Hardness: 7 Hit
Range Increment: 10 feet (if thrown)
Points: 2
"To Hit" Bonus: -Magazine: 6 Doses of Venom Rate of
DC required to break this item with a Strength Roll:
Fire: Can only be used once.
14
Damage: 1d4 Slashing (19-20 x2), make a Fortitude
Accessories: Scabbard (costs 25 Units, weighs 1/2
Save vs. DC 20 or take 3d8 additional damage from
pound)
poison.
Description: A purely organic blade, made from a
Weight: 1 pound
substance like chitin or a claw. The handle is
Armor Class: 9
Hardness: 7

10
Hit Points: 2 Required Proficiency:
DC required to break this item with Simple Handed:
a Strength Requires 1 hand to
Roll: 14 use Range Increment:
Accessories: Scabbard (costs 15 10 feet (if thrown)
Units, weighs 1/2 pound) “To Hit” Bonus: --
Description: Another disposable Magazine: Unlimited
organic blade, this one with a sack Rate of Fire: As many times as the
full of venom. There is enough wielder has attacks
poison for six injections. It takes the Damage: 1d4 Piercing (19-20 x2)
blade 3 hours to generate a new Weight: 1 pound Armor Class: 9
dose. You can use it as many times Hardness: 7 Hit Points: 1
as you like, and then make it liquify DC required to break this item with
itself. It completely evaporates, a Strength Roll: 14
Wriggleblade
leaving only a greasy mark behind, Special: Infects the target with a
in about
Size: Smallforty
(Noseconds.
bonus or penalty to vicious wasting disease. The victim
conceal with a “sleight of hand” must make a Fortitude Saving
roll) Throw vs. DC 15 or lose a point of
Cost: 250 Units Strength and one of Constitution
Tentative Purchase DC: 13 (usually per day for 4d6 days until they are
illegal) Required Proficiency: Simple cured by a doctor or reach 0
Handed: Requires 1 hand to use Constitution and die. Multiple
Range Increment: 10 feet (if blows will do more damage, but
thrown) won't increase the effect of the
“To Hit” Bonus: -Magazine: Can be disease.
used 3 times (these uses can't be Description: This one looks a lot
reloaded or replaced) like a small, sharp, twisted piece
Rate of Fire: As many times as the of antler. It can be used an
wielder has attacks effectively unlimited number of
Damage: 1d4 per round for 6 times without losing any of its
rounds Piercing (19-20 x2) Plague Sword and can be set
hideous potency
Weight: 1 pound Armor Class: 9 to dissolve (-4into
Size: Medium penaltyharmless,
to conceal
Hardness: 7 Hit Points: 1 untraceable organic
with a “sleight of hand”compounds
roll)
DC required to break this item with within3,750
Cost: a minute.
Units It does not, of
a Strength Roll: 14 course,
Tentativeshow up on
Purchase DC: a23 metal
(usually
Special: Continues to do 1d4 detector.
illegal)
damage for 6 rounds unless Required Proficiency: Martial-Melee
somehow neutralized Accessories: Handed: Requires 1 hand to use
Scabbard (costs 15 Units, weighs Range Increment: -“To Hit” Bonus: -
1/2 pound) Magazine: Unlimited
Description: A jointed bony spur, Rate of Fire: As many times as the
about the size of a stiletto. It breaks wielder has attacks
off in the victim's flesh and wriggles Damage: 1d8 Piercing (19-20 x2)
its way into their organs, doing 1d4 Weight: 4 pounds Armor Class: 9
damage per round for six rounds Hardness: 8 Hit Points: 5
unless someone makes a medical DC required to break this item with
skill roll vs. DC 20 and fishes it out, a Strength Roll: 16
all bloody and writhing. Eeew! Special: Infects the target with a
vicious wasting disease. The victim
must make a Fortitude Saving
Throw vs. DC 15 or lose a point of
Strength and one of Constitution
per day for 4d6 days until they are
cured by a doctor or reach 0
Constitution and die. Multiple
blows will do more damage, but
won't increase the effect of the
Plague Blade disease.
Size: Small (No bonus or penalty to Accessories: Scabbard (costs 30
conceal with a “sleight of hand” Units, weighs 1 pound), Antidote
roll) Capsule (1/20th lb, costs 150 Units,
Cost: 300 Units holds 2 doses, negates effect of
Tentative Purchase DC: 14 (usually infection in 1 -4 hours) Description:
illegal) A sword made of what looks like
striated bone or polished horn.
Strangely shaped and asymmetrical, 11
it shifts and stretches itself to get
comfortable in the wielder's hand. worn wrapped around the user's
It carries a limitless supply of viral arm. When activated, its tendrils
disease, which the user becomes shoot out to a maximum length of
immune to in a week or so (21 -Con 10 feet and entangle the target.
days). If they accidentally hurt Make a Touch attack, ignoring
themselves with the sword before armor. If you score a hit, the
they have acquired an immunity to Tanglevine has trussed up your
the virus, they will suffer its full opponent like a Christmas goose.
Plague Wand
effects. An entangled character suffers a -2
Size: Small (No bonus or penalty to penalty on all attacks, has their
conceal with a “sleight of hand” Dexterity effectively reduced by 4.
roll) They move at half speed, and of
Cost: 2,000 Units course can't move outside the
Tentative Purchase DC: 20 (usually Tanglevine's ten-foot range without
illegal) Required Proficiency: first breaking loose from its
Simple Handed: Requires 1 hand to clutches. To free yourself from the
use Range Increment: -“To Hit” Tanglevine, take a full action and
Bonus: -Magazine: Unlimited make either an Escape Artist or a
Rate of Fire: As many times as the Strength check vs. DC 20. An attack
wielder has attacks against the vine which does five hit
Damage: Special (Disease) points of damage will sever it, but if
Weight: 2 pounds Armor Class: 9 the blow misses there is a 50%
Hardness: 5 Hit Points: 2 chance that it will instead hit the
DC required to break this item with entangled victim.
a Strength Roll: 15
Description: A small, dry living
wand. It looks at first glance like a
twig, but on closer examination it's Venomous Bio-Sword
more like a withered, impossibly Size: Medium (-4 penalty to conceal
long finger with too many joints. It with a “sleight of hand” roll)
breathes and twitches faintly when Cost: 3,250 Units
at rest. Anyone struck by the wand Tentative Purchase DC: 22 (Often
is infected with a vile disease Unavailable) Required Proficiency:
unless they make a Fortitude Save Martial-Melee Handed: Requires 1
vs. DC 20. The sickness hand to use Range Increment: -“To
incapacitates the victim in 1-10 Hit” Bonus: -Magazine: 25 Doses of
rounds, reducing their Strength to Venom Rate of Fire: As many times
a 1. Each day they suffer with the as the wielder has attacks
illness, they can make a Fortitude Damage: 1d8 Slashing (19-20 x2)
Saving Throw vs. DC 15 to shake Weight: 4 pounds Armor Class: 9
off the effects. If they fail it three Hardness: 8 Hit Points: 6
days in a row, they plunge into a DC required to break this item with
fever and die. There are many a Strength Roll: 16
other versions of this weapon, each
Tanglevine Special: Coated with a poison that
of
Cost: 350 generates
which Units its own strange does 2d8 additional damage unless
disease. This one can
Size: Medium (-4 penalty serve
to as the the victim makes a Fortitude Save
basic
concealtemplate for ofdozens
with a “sleight hand” of vs. DC 20
others.
roll) Accessories: Scabbard (costs 30
Tentative Purchase DC: 14 (Often Units, weighs 1 pound)
Unavailable) Required Proficiency: Description: An odd, crooked
Simple Handed: Requires 1 hand to sword shaped a little like a
use Range Increment: 10 feet (if scimitar. Composed of a substance
thrown) not unlike oyster shell, it glistens
“To Hit” Bonus: -Rate of Fire: As with toxin-saturated mucus.
many times as the wielder has The sword holds twenty-five doses
attacks of venom. It takes four hours to
Damage: Special, see description generate another full load.
Weight: 2 pounds Armor Class: 13
Hardness: 0 Hit Points: 5 Venomous Bio-Spear
DC required to break this item with Size: Large (-8 penalty to conceal
a Strength Roll: 20 with a “sleight of hand” roll)
Description: A living plant-weapon. Cost: 3,500 Units
The tanglevine is

12
Tentative Purchase DC: 19 (Often Handed: Requires 1 hand to use
Unavailable) Required Proficiency: Range Increment: -“To Hit” Bonus:
Simple Handed: Requires 2 hands -Magazine: 15 Doses of Bio-Agent
to use Range Increment: 20 Feet if Rate of Fire: As many times as the
thrown “To Hit” Bonus: -Magazine: wielder has attacks
30 Doses of Venom Rate of Fire: As Damage: 1d4 Piercing (20 x2), then
many times as the wielder has 1d6 disease per
attacks round until stopped
Damage: 1d8 Piercing (20 x3), Weight: 1 pound
loaded with a toxin Armor Class: 9
that does 2d8 additional damage Hardness: 5
unless the victim Hit Points: 2
makes a Fortitude Save vs. DC 20 DC required to break this item with
Weight: 6 pounds a Strength Roll: 14
Armor Class: 9 Special: Contains a flesh-eating
Hardness: 8 virus that does 1d6 damage per
Hit Points: 6 round until the victim either dies or
DC required to break this item with makes a Fortitude Save vs. DC 20.
a Strength Roll: 13 Description: A particularly
Description: A short organic loathsome biological weapon, this
stabbing spear made of what looks unsavory little chitinous spike is
like wood. The tip is jagged, black infected with a virulent flesh-eating
and stained with venom. It holds virus that can liquefy a man in
enough poison for about thirty minutes. It releases its biological
strikes and takes roughly four kill-load in a soupy broth and only
hours to regenerate it. If damaged, holds enough for fifteen doses. It
it can regrow lost hit points at a
Venomous can grow another dose in six hours.
rate of one perBio-Stabbing-
day. It feels warm
Stick
to the touch, and pulses faintly if it
Size: Small (No bonus or penalty to
likes you.
conceal with a “sleight of hand”
roll) Flesheater Blade
Cost: 3,075 Units Size: Small (No bonus or penalty to
Tentative Purchase DC: 18 (Often conceal with a “sleight of hand”
Unavailable) Required Proficiency: roll)
Simple Handed: Requires 1 hand to Cost: 3,800 Units
use Range Increment: -“To Hit” Tentative Purchase DC: 23 (Often
Bonus: -Magazine: 20 Doses of Unavailable) Required Proficiency:
Venom Rate of Fire: As many times Simple Handed: Requires 1 hand to
as the wielder has attacks use Range Increment: -“To Hit”
Damage: 1d6 Piercing (20 x3), Bonus: -Magazine: 6 Doses of Bio-
loaded with a toxin Agent Rate of Fire: As many times
that does 2d8 additional damage as the wielder has attacks
unless the victim Damage: 1d8 Piercing (19-20 x2)
makes a Fortitude Save vs. DC 20 then 1d6 per round
Weight: 3 pounds until stopped
Armor Class: 9 Weight: 1 pound
Hardness: 7 Armor Class: 9
Hit Points: 4 Hardness: 7
DC required to break this item with Hit Points: 5
a Strength Roll: 13 DC required to break this item with
Description: A very short one- a Strength Roll: 14
handed organic spear grown for Special: Contains a flesh-eating
close combat. No longer than a virus that does 1d6 damage per
shortsword, it looks a lot like a round until the victim either dies or
jagged piece of wood. The sharp makes a Fortitude Save vs. DC 20.
end is visibly smeared with toxic Accessories: Scabbard (costs 20
Flesheater Spike stick holds
glop. The stabbing Units, weighs 1/2 pound), Antidote
Size:
twentySmall (No of
doses bonus or penalty
poison. to
It takes Capsule (1/20th lb, costs 150 Units,
conceal with a “sleight of hand”
eight hours for it to grow another holds 2 doses, negates effect of
roll)
load. If damaged, it can regrow lost the disease in 1 -3 rounds)
Cost: 600 Units
hit points at a rate of one per day. Description: A jagged-looking
Tentative Purchase DC: 17 (usually organic sword, which resembles an
illegal) Required Proficiency: ugly, crooked scimitar, covered
Simple with spikes and hooks. This ghastly
weapon is tainted with a flesh-
eating virus that can rot a full-sized13
human being into a pile of reeking
glop in just a few minutes.
It's a good idea to check your toxin and once it is exhausted it
hands for open cuts before you can regenerate one dose of poison
pick it up. The sword only holds every four hours.
six doses of the virus, but once
it has been emptied it can Infectious Claws
produce a new dose in six Size: Small (No bonus or penalty to
hours. The virus has to get into conceal with a “sleight of hand”
the victim's bloodstream to be roll)
effective--justClaws
Biological smearing the Cost: 2,125 Units
fluid on them
Size: Small won't or
(No bonus do penalty
any Tentative Purchase DC: 19 (Often
harm.
to conceal with a “sleight of hand” Unavailable) Required Proficiency:
roll) Martial-Melee Handed: Requires 1
Cost: 200 Units or 2 hands to use Range Increment:
Tentative Purchase DC: 12 (Often -“To Hit” Bonus: -Magazine:
Unavailable) Required Proficiency: Unlimited
Martial-Melee Handed: Requires 1 Rate of Fire: As many times as the
or 2 hands to use Range wielder has attacks
Increment: -“To Hit” Bonus: -- Damage: 1d4 Slashing (19-20 x2)
Magazine: Unlimitedt Weight: 1 pound Armor Class: 9
Rate of Fire: As many times as the Hardness: 7 Hit Points: 2
wielder has attacks DC required to break this item with
Damage: 1d4 Slashing (19-20 x2) a Strength Roll: 14
Weight: 1 Special: The claws are tainted with
pound disease. The victim must make a
Armor Fortitude Saving Throw vs. DC 15
Class: 9 or lose a point of Strength and one
Hardness: of Constitution per day for 4d6
7 Hit until they are cured by a doctor or
Points: 2 reach 0 Constitution and die.
DC required to break this item Multiple doses won't increase the
with a Strength Roll: 14 effect of the disease.
Description: This handy set of Description: Artificial claws, grown
claws attaches to the user's from real keratinous fingernail
fingertips on a spidery biological tissue. Infected with a virulent
armature that wraps around their pathogen, they are an excellent
hand. The claws are made of weapon
Biologicalfor assassinations.
Katar They
keratin, just like the claws you never run dry
Size: Small (Noofbonus
disease.
or penalty to
might
Venomous find onClawsa wild predator. conceal with a “sleight of hand”
They
Size: Small (No bonusresidue
leave no metal and
or penalty roll)
don't turn with
to conceal up on metal detectors.
a “sleight of hand” Cost: 200 Units
They
roll) do leave a DNA signature, Tentative Purchase DC: 12 (Often
but
Cost:of1,925
course
Unitsit's not the same Unavailable) Required Proficiency:
DNA as the user. DC: 18 (Often
Tentative Purchase Simple Handed: Requires 1 hand to
Unavailable) Required Proficiency: use Range Increment: -“To Hit”
Martial-Melee Handed: Requires 1 Bonus: -Rate of Fire: As many times
or 2 hands to use Range as the wielder has attacks
Increment: -“To Hit” Bonus: -- Damage: 1d4 Piercing (20 x3)
Magazine: 10 Doses of Venom Weight: 2 pounds Armor Class: 9
Rate of Fire: As many times as the Hardness: 8 Hit Points: 2
wielder has attacks DC required to break this item with
Damage: 1d4+2d6 Slashing/Poison a Strength Roll: 14
(19-20 x2) Description: A gooey mass of wet
Weight: 1 pound tissue, with a thick, irregular
Armor Class: 9 organic blade poking out of the
Hardness: 7 middle. It fits over the user's hand
Hit Points: 2 and grips tight. Stray tendrils coil
DC required to break this item up the wielder's arm. It works like a
with a Strength Roll: 14 punch-dagger, and turns the user's
Special: The claws inject a toxin fist into a stabbing blade. There is
that does 2d6 damage unless the no metallic residue left in the
victim makes a Fortitude Saving wounds it makes and the device
Throw vs. DC 20 itself won't show up on metal
Description: Artificial claws, made detector.
from real keratinous claw material.
This model seeps poison into the
wounds it makes. It holds ten 14
doses of the
description for
Infected Biological Katar more details
Size: Small (No bonus or penalty to Weight: 1 pound
conceal with a “sleight of hand” Armor Class: 9
roll) Hardness: 5 Hit
Cost: 325 Units Points: 2
Tentative Purchase DC: 14 (Often DC required to break this item with
Unavailable) Required Proficiency: a Strength Roll: 14
Simple Handed: Requires 1 hand to Description: A short, sharp
use Range Increment: -“To Hit” biological spike, made from a
Bonus: -Magazine: Unlimited material a little like oystershell. In
Rate of Fire: As many times as the addition to stabbing damage, it
wielder has attacks doses the victim with a powerful
Damage: 1d4 Piercing (20 x3) hallucinogen, the effects of which
Weight: 2 pounds Armor Class: 9 last for 2d10 minutes. A Fortitude
Hardness: 8 Hit Points: 2 Saving Throw vs. DC 20 keeps the
DC required to break this item with drug from taking effect (although
a Strength Roll: 14 the victim will still feel strange and
Special: Carries an infectious may experience mild psychedelic
disease. The victim must make a phenomena that have no real effect
Fortitude Saving Throw vs. DC 15 on their skills or combat abilities). If
or lose a point of Strength and the drug does take hold of them,
one of Constitution per day for they won't have any clear idea of
4d6 days until they are cured by what is happening to them and will
a doctor or reach 0 Constitution behave unpredictably. They must
and die. Multiple doses won't make a Willpower Saving throw (DC
increase the effect of the disease. 18) every round or roll on the
Accessories: Antidote Capsule following chart.
(1/20th lb, costs 350 Units, holds 1 Suddenly forget everything
2 doses, negates effect of the that has happened for the last 2-
virus in 1 round) 12 rounds. You will never recover
Description: A biological punch- these memories, and the
dagger, infected with a lethal experience is so disorienting that
disease. There is no limit to the you are Stunned (as per the Monk
number of people who can be special attack) this round, unable
infected with this weapon. It looks to take any useful action.
like a slimy wad of flesh with a fat 2-4 Do nothing for 1 round.
organic blade poking out of the Stare passively off into space, look
middle. It fits over the user's hand at the ground or close your eyes.
like a mitten. 5-6 Shout insane gibberish for a
round, without moving from the
spot where you are standing. You
can take no other action unless
attacked and you cannot be
persuaded to shut up. This is likely
to attract the wrong kind of
attention.
7 Verbally abuse the nearest
creature, yelling deranged insults
Psychoactive Spike and accusations at them as loud as
Size: Small (No bonus or penalty to you can. Even characters who can’t
conceal with a “sleight of hand” speak your language can tell that
roll) your tone is threatening. While
Cost: 350 Units obviously
Death crazy, you may still get an
Thorn
Tentative Purchase DC: 14 (Often aggrssive
Size: or even
Finedepending
(+12 homicidal
bonus towho
conceal
Unavailable) Required Proficiency: reaction,
with a “sleight of on
hand” roll) you
Simple Handed: Requires 1 hand to insult.
Cost: If you
500 Unitsare completely alone,
use Range Increment: -“To Hit” yell angry gibberishDC:
instead, as
Bonus: -Magazine: 15 Tentative
described Purchase
above. 15 (usually
Rate of Fire: As many times as the illegal) Required
8-9 Attack Proficiency:
nearest creatureSimple
or
wielder has attacks Handed:
moving object for 1 round.toYou
Requires 1 hand usewill
Damage: 1d4 Piercing (20 x2). Make Range Increment:
only attack -“Tonon-living
obviously Hit” Bonus: -
a Fortitude Save vs. DC 20 or Magazine: Unlimited
objects if no living thing is within
hallucinate like crazy. See reach.
10 Act normally for 1 round. You
are not aware that you have been
acting crazy. If attacked while
insane, the victim can defend 15
themselves normally, but unless
they roll a 10 and ”act normally”,
they are incapable of articulate
communication. The spike can
actually generate more doses of the
Rate of Fire: As many times as hand” roll)
the wielder has attacks Cost: 510 Units
Damage: 4d6 Nonlethal. The target Tentative Purchase DC: 16 (Often
must also make a Fortitude Save vs. Unavailable) Required Proficiency:
DC 20 or die in 2-12 rounds. See Simple Handed: Requires 1 hand to
description use Range Increment: -“To Hit”
Weight: Effectively none Armor Bonus: -Magazine: 15 doses
Class: 13 Hardness: 0 Hit Points: 1 Rate of Fire: As many times as the
DC required to break this item with wielder has attacks
a Strength Roll: 10 Damage: 3d6 Nonlethal damage
Description: One of the most feared per round for 2-12 rounds. A
assassination tools in existence. The successful Willpower Saving Throw
death-thorn is small enough to vs.
hide in the palm of your hand, and DC 20 will allow the victim to take
more lethal than a blaster rifle. If half damage. Roll every round.
hit, the victim immediately takes Weight: Effectively none Armor
4d6 Nonlethal Damage as the Class: 13 Hardness: 0 Hit Points: 1
neurotoxins flood through their DC required to break this item with
system. They must then make a a Strength Roll: 10
Fortitude Saving Throw vs. DC 20, Special: The target suffers a -4
or they will die in 2-12 rounds. As penalty to all their rolls on every
death approaches, the victim will round they take damage. A
take an additional 1d4 nonlethal Willpower Saving Throw vs. DC 20
damage per round. There is reduces this penalty to -2.
effectively no limit to the number Description: This little black spine
of people a Thorn
Paralysis death-thorn can kill-- a has been described as the key to
lethal
Size: Fine (+12microscopic
dose is so it
bonus to conceal the gates of Hell. It contains a nerve
never
with a really depletes
“sleight its roll)
of hand” supply. agent which causes indescribable
Cost: 490 Units pain, while doing no real damage.
Tentative Purchase DC: 15 (Often Few beings capable of experiencing
unavailable, often illegal) pain will be able to remain
Required Proficiency: Simple conscious
Rage for more than a few
Thorn
Handed: Requires 1 hand to use seconds
Size: Fine (+12being
after bonuspoked with this
to conceal
Range Increment: -“To Hit” Bonus: - thorn.
with a “sleight of hand” roll)
Magazine: 17 Cost: 525 Units
Rate of Fire: As many times as the Tentative Purchase DC: 16 (Often
wielder has attacks Unavailable) Required Proficiency:
Damage: See description Weight: Simple Handed: Requires 1 hand to
Effectively none Armor Class: 13 use Range Increment: -“To Hit”
Hardness: 0 Hit Points: 1 Bonus: -Magazine: 12
DC required to break this item with Rate of Fire: As many times as the
a Strength Roll: 10 wielder has attacks
Accessories: Antidote Capsule Damage: Make a Willpower Save vs.
(1/20th lb, costs 125 Units, holds 2 DC 20 or engage in random violent
doses, negates effect of the drug behavior. See description for
in 1-4 rounds) details.
Description: A tiny thorn saturated Weight: Effectively none Armor
with 17 doses worth of a powerful Class: 13 Hardness: 0 Hit Points: 1
paralytic agent. The victim must DC required to break this item with
make a Fortitude Save vs. DC 20 or a Strength
be paralyzed and helpless, unable Roll: 10
to move or take any physical Special:.
actions, for 2d10 rounds. The victim Accessories: Antidote Capsule
is perfectly aware of their (1/20th lb, costs 250 Units, holds 3
surroundings, although unable to doses, negates effect of the drug in
move. It is still possible for the 1 round)
victim to take purely mental Description: Anyone stuck with this
actions, which might leave them a thorn receives a dose of a powerful
surprising number of combat aggression-inducing agent and
options if the campaign makes use must make a Willpower Saving
of psionics. Throw every round (DC 20) for 4-40
rounds to keep from attacking the
nearest target, whether friend or
Pain-Thorn foe.
Size: Fine (+12 bonus to conceal 16
with a “sleight of
Rate of Fire: As many times as the
Thorn of Madness wielder has attacks
Size: Fine (+12 bonus to conceal Damage: See Description Weight:
with a “sleight of hand” roll) Effectively none Armor Class: 13
Cost: 520 Units Hardness: 0 Hit Points: 1
Tentative Purchase DC: 16 (usually DC required to break this item
illegal) Required Proficiency: with a Strength Roll: 10
Simple Handed: Requires 1 hand to Accessories: Antidote Capsule
use Range Increment: -“To Hit” (1/20th lb, costs 150 Units, holds 2
Bonus: -Magazine: 15 doses, negates effect of the drug
Rate of Fire: As many times as the in 1 round)
wielder has attacks Description: A tiny thorn saturated
Damage: See description Weight: with a biochemical agent that robs
Effectively none Armor Class: 13 muscles of their power. It can be
Hardness: 0 Hit Points: 1 easily concealed in the hand,
DC required to break this item with inside a cigarette, in the tip of a
a Strength Roll: 10 pen, etc. It is of course totally
Accessories: Antidote Capsule invisible to metal detectors. The
(1/20th lb, costs 450 Units, holds 2 victim temporarily loses 3d6
doses, negates effect of the drug in Strength and 2d6 Constitution,
1-3 rounds) down to a minimum of
Special: Make a Willpower Save vs. 1point. A Fortitude Save vs. DC 25.
DC 18 or engage in weird random reduces the damage to 1d6 from
behavior. This effect lasts for 6-36 each stat.
rounds The lost Strength and
Description: Contains a psycho- Constitution Thorn
Brain-Rot will slowly come back
active agent that scrambles the at a rate
Size: Fineof(+12
onebonus
point per every full
to conceal
victim's higher cognitive hour
with aof“sleight
rest. of hand” roll)
functions, while leaving their Cost: 515 Units
motor skills largely intact. Tentative Purchase DC: 16 (Often
A Fortitude Saving Throw vs. Unavailable) Required Proficiency:
DC 20 keeps the drug from Simple Handed: Requires 1 hand
taking effect (although the victim to use Range Increment: -“To Hit”
will still feel strange and may Bonus: -Magazine: 15
experience mild psychadelic Rate of Fire: As many times as the
phenomena that have no real wielder has attacks
effect on their skills or combat Damage: See description Weight:
abilities). If the drug does take Effectively none Armor Class: 13
hold of them, they must make a Hardness: 0 Hit Points: 1
Willpower Saving throw (DC 18) DC required to break this item
every round or roll on the with a Strength Roll: 10
following chart. Accessories: Antidote Capsule
1 Wander away for 1 minute (unless (1/20th lb, costs 250 Units, holds 2
prevented) doses, negates effect of the drug
2-4 Do nothing for 1 round. Stare in 1-8 rounds)
passively off into space, look at the Description: A small, easily
ground or close your eyes. concealed spine which contains a
5-6 Mutter random insane neural agent designed to disrupt
gibberish, clap hands, twitch and higher cerebral functions. If the
engage in other harmless but victim fails a Fortitude Saving
distracting crazy behavior for a Throw vs. DC 18, they lose 3d6
round, without moving from the Intelligence.
spot where you Thorn
Debilitation are standing. A character with animal-like
7-9Fine
Size: Attack
(+12nearest
bonus creature
to concealfor intelligence (3 or lower) can still
1 round
with 10 Act
a “sleight normally for 1 recognize their friends and will
round.
Cost: 530 areof
YouUnits hand”
not aware roll)
that follow them around to keep from
you have
Tentative been acting
Purchase crazy.
DC: 16 (Often feeling anxious and alone. They
If attacked
Unavailable) while insane,
Required the
Proficiency: cannot speak or use tools in this
victim
Simple can defend
Handed: themselves
Requires 1 hand condition.
normally,
use Range but unless
Increment: they
-“Toroll
Hit”a 10to Lost intelligence points return
and
Bonus:”act-Magazine:
normally”, Holds
they are slowly. If the victim doesn't get the
incapable of articulate 14 doses antidote or some kind of advanced
communication medical help they will regain just
one point of Intelligence per week.
17
Motor Function Disruption
Thorn Nerve-Rot Thorn
Size: Fine (+12 bonus to conceal Size: Fine (+12 bonus to conceal
with a “sleight of hand” roll) with a “sleight of hand” roll)
Cost: 495 Units Cost: 535 Units
Tentative Purchase DC: 15 (Often Tentative Purchase DC: 16 (Often
Unavailable) Required Proficiency: Unavailable) Required Proficiency:
Simple Handed: Requires 1 hand to Simple Handed: Requires 1 hand
use Range Increment: -“To Hit” to use Range Increment: -“To Hit”
Bonus: -Magazine: 16 Bonus: -Magazine: 10
Rate of Fire: As many times as the Rate of Fire: As many times as the
wielder has attacks wielder has attacks
Damage: See description Weight: Damage: Target must make a
Effectively none Armor Class: 13 Fortitude Saving Throw
Hardness: 0 Hit Points: 1 vs. DC 18 or suffer 1d6 permanent
DC required to break this item with damage to their
a Strength Roll: 10 Dexterity per round for 2 rounds
Special: Make a Fortitude Save vs. Weight: Effectively none
DC 18 or have your Dexterity Armor Class: 13
reduced by 3d6 (to a minimum of Hardness: 0
1) for 2d10 hours. Hit Points: 1
Accessories: Antidote Capsule DC required to break this item with
(1/20th lb, costs 350 Units, holds 3 a Strength Roll: 10
doses, negates effect of the drug in Description: This tiny thorn has
1-4 rounds) been saturated with a toxin that
Description: Contains a neurotoxic permanently ravages the target's
agent that attacks the brain's peripheral nervous system,
motor functions. A character with a destroying large chunks of their
Dexterity of 2 or 1 can't walk or Dexterity. At the DM's discretion
feed themselves and must make a there may be futuristic medical
Willpower Saving throw vs. DC 15 treatments that can undo the
each time they try to speak, in damage done by a nerve-rot thorn.
order to correctly shape the words. The thorn itself is both small and
The Black Stinger brittle. It's small enough to hide in
Size: Fine (+12 bonus to conceal
with a “sleight of hand” roll) the palm of your hand or between
Cost: 1,000 Units your fingers, or for that matter in a
Tentative Purchase DC: 18 (usually victim's
Demon shoe.
Eel Itand
tends to break off
illegal) in the wound
Size: Small (No bonus probably won't
or penalty to
Required Proficiency: Simple be good
conceal withfor more ofthan
a “sleight hand”one
Handed: Requires 1 hand to use successful
roll) attack (DM's discretion).
Range Increment: -“To Hit” Bonus: Cost: 50 Units
-Rate of Fire: Can only be used Tentative Purchase DC: 7 (Often
once. Unavailable) Required Proficiency:
Damage: See description Weight: Simple Handed: Requires 1 hand
Effectively none Armor Class: 13 to use Range Increment: -“To Hit”
Hardness: 0 Hit Points: 1 Bonus: -Magazine: See description
DC required to break this item with Rate of Fire: As many times as the
a Strength Roll: 10 wielder has attacks
Special: Make a Fortitude Save vs. Damage: 2d4 Piercing (20 x2)
DC 20 or die instantly. Even if they Weight: 6 pounds Armor Class: 16
make their saving throw, they take Hardness: 0 Hit Points: 6
1d6 normal and 2d6 Nonlethal DC required to break this item with
Damage. Description: A small, a Strength Roll: N/A
sharp spine with a black poison Description: A mindless, air-
sack attached. It contains one dose breathing eel-like animal, which
of the most rapidly- acting organic spends most of its time asleep,
toxin in existence. Not the most coiled up around its owner's wrist.
potent- -it actually requires a fairly On command, it springs forward
sizable amount to produce a and takes a bite out of whoever its
fatality, but the quickest. The victim owner indicates. Then it snaps
usually dies within a second. This back into place. There are of
actually makes it a less than ideal course many possible variations on
tool for most assassinations, since this theme. A
the victim will collapse and die
before the killer can get away from 18
them.
Demon Eel with poison saliva? One Tentative Purchase DC: 9 (Often
infected with a horrible disease? Unavailable) Required Proficiency:
Depraved DMs should have no Simple Handed: Requires 1 hand to
trouble devising their own use Range Increment: This weapon
unpleasant versions. has ten feet of Reach “To Hit”
Electric Eel Bonus: -Magazine: See description
Size: Small (No bonus or penalty to Rate of Fire: Once per round
conceal with a “sleight of hand” Damage: See description Weight: 5
roll) pounds Armor Class: 15 Hardness:
Cost: 75 Units 0 Hit Points: 6
Tentative Purchase DC: 9 (Often DC required to break this item with
Unavailable) Required Proficiency: a Strength Roll: N/A
Simple Handed: Requires 1 hand to Special: Make a ranged touch
use Range Increment: -“To Hit” attack, ignoring armor. With a
Bonus: -Magazine: 10 successful hit the target is
Rate of Fire: Once per round entangled by the eel. The eel does
Damage: 2d6 Electrical Weight: 5 1d6 bludgeoning damage per
pounds Armor Class: 15 Hardness: 0 round, for 6 rounds, unless the
Hit Points: 5 Target somehow fights their way
DC required to break this item with free. An entangled character
a Strength Roll: N/A suffers a -2 penalty on all attacks,
Description: A slimy, sluglike has their Dexterity effectively
animal, with no visible features, reduced by 4 and cannot move out
about a foot in length. It is born of the eel's reach. To free
with its entire food supply already themselves, they must take a full
stored in is fat reserves and has no action and make either an Escape
digestive tract. Most of its body Artist roll vs. DC 20 or force their
volume is taken up with bioelectric way free by making a Strength
organs, which generate a powerful check vs. DC 20. Successfuly
jolt of electricity when the creature forcing your way out of the
is stimulated. The sticky underside Constrictor's clutches with a
of the animal is quite safe to touch Strength roll does 1d3 damage to
(if disgusting), and the creature is it. Description: A long, fat, boneless
often worn around the user's wrist. animal, a little like a muscular slug.
Once it has exhausted its electric It's mottled skin is smooth, cool
organs, it recharges at a rate of one and dry. The constrictor generally
shot per thirty minutes. bides its time wrapped around the
The "Electric Eel" lives for about user's arm. It can be concealed this
six months. way, but only if you wear very long,
There may be other versions out loose sleeves. When touched in
there which eat food and last just the right way, the constrictor
longer, but most users find it lashes out and grapples the target
simpler to dispose of the unit once of your choice, pinning and slowly
they are done with it. crushing them.
Constrictor
“Electric Eel
eels” are alsoorsometimes It has no eyes or ears and only
Size:
used Small
for (No and
mines bonusbooby penalty
traps.of the simplest nervous system. It is
to conceal
Concealed with a “sleight
in the right place, they immune to mind control attacks,
hand”
can giveroll)
unwanted guests a nasty fear, emotion control and illusions.
Cost: 80 Units
surprise. It cannot survive in a vacuum.
Poison, disease and other attacks
which specifically target flesh will
hurt it.
The eel is easy to care for. It has
a small orifice at one end into
which you place a large feeding pill
every week or so. It lives for about
six years, if regularly fed.

19
Swarm-Pods, Spore Pods and
Other Organic Splash
Weap
ons

Swarm Pod it were full of wriggling vermin.
Size: Small (No bonus or penalty to And of course it is. When the pod
conceal with a “sleight of hand” is hurled at the target, it bursts
roll) open and a cloud of biting,
Cost: 325 Units stinging, venomous insects engulfs
Tentative Purchase DC: 14 (Often everything within a ten foot radius.
Unavailable) Required Proficiency: These are not normal insects--they
Simple Handed: Requires 1 hand to have been specially bred for this
use Range Increment: 10 feet (if task and they are far more
thrown) agressive and far better equipped
“To Hit” Bonus: -Rate of Fire: As to do damage to the target than
many times as the wielder has most ordinary arthropods. It's like
attacks, but each pod can only be being engulfed by army ants,
used once. except that they have wings and
Damage: 1 point of Slashing their bite is worse.
damage per round to Robots are not affected by the
every living thing in a 15 foot radius insects, although they can't see
Weight: 3 pounds through them. Nor will the
Armor Class: 9 swarm attack inanimate objects
Hardness: 0 (unless of course they're made
Hit Points: 3 of meat). It's completely useless
DC required to break this item with to attack the swarm with
a Strength Roll: 10 (goes off if anything but an area effect
broken) weapon. Nothing else does any
Special: Affects everything in a damage to them at all.
fifteen-foot radius, unless their The swarm will last for 3d6
armor class is 20 or higher, in minutes, unless it is dispersed by a
which case they take no damage. high wind or killed by an area
Does one point of damage every attack. Any area attack kills them--
round, until they leave the area of they have only one Hit Point each,
its effect. There is no Saving Throw. so there's no point in making a
Within the area of effect, visibility Reflexes Saving Throw to see if
is reduced to 2 feet. Characters they take half damage.
with two hit dice or less who are It is strictly the DM's call as to
caught inside the radius must whether a given wind is strong
make a Willpower Saving Throw vs. 20 enough to disperse the cloud. If you
DC 25 or flee at their maximum allow magic in your campaign, a
speed in a random direction for at "Gust of Wind" spell will do the
least one round. trick. For the purposes of resisting
Description: A large, withered poison and disease, the insects
looking seed pod, about the color make Fortitude Saving Throws at a
start to die. Tentative Purchase DC: 15 (Often
Unavailable, usually Illegal)
Required Proficiency: Simple
Vacuum Swarm-Pod Handed: Requires 1 hand to use
Size: Small (No bonus or penalty to Range Increment: Maximum range
conceal with a “sleight of hand” of 15 feet if sprayed. Can also be
roll) thrown at a Range Increment of 10
Cost: 350 Units feet
Tentative Purchase DC: 14 (Often “To Hit” Bonus: -Magazine: 6 (or 1
Unavailable) Required Proficiency: if thrown like a grenade)
Simple Handed: Requires 1 hand to Rate of Fire: As many times as the
use Range Increment: 10 feet (if wielder has attacks
thrown) Damage: 2d6 if sprayed,
“To Hit” Bonus: -Rate of Fire: As 2d6/1d3 if thrown as a
many times as the wielder has grenade-like weapon. See
attacks, but each pod can only be description for more details.
used once. Weight: 1 pound Armor Class: 9
Damage: 1 point Slashing damage Hardness: 0 Hit Points: 1
per round to DC required to break this item
everything in a 15 foot radius with a Strength Roll: 10 (sprays
Weight: 5 pounds everything in a 5 foot radius if
Armor Class: 9 broken)
Hardness: 8 Description: A wad of suppurating
Hit Points: 5 black tissue, which spurts
DC required to break this item with contaminated blood when
a Strength Roll: 15 (goes off if squeezed. It can be used as either
broken) an aerosol spray attack or as a
Special: Affects everything in a one-shot grenade-like attack.
fifteen-foot radius that gives off If used as a grenade-like weapon
heat. Does one point of damage it does 2d6 damage to the target
every round. There is no Saving and 1d3 splash damage to anyone
Throw--the only way to avoid caught in a 5-foot radius who fails a
the damage is to leave the Reflexes Saving Throw vs. DC 20
weapon's radius of effect. Within (the Saving Throw completely
the affected area visibility is negates the damage).
reduced to If used as a spray-weapon, it
2 feet. Characters with two hit attacks everything in a five foot
dice or less who are caught wide, fifteen-foot long jet with its
inside the radius must make a vile droplets. If the target makes a
Willpower Saving Throw vs. DC Reflexes Saving Throw vs. DC 20
25 or flee at their maximum they have completely evaded the
speed in a random direction for weapon's jet of viscous, festering
at least one round. glop and they take no damage at
The swarm does not attack objects all.
that don't radiate heat. In addition to the damage it does
Description: A black, crusted on contact from the toxins in the
organic mass that looks like a rock. blood, it infects its targets with a
This is a special verison of the grisly
Living disease.
Glue Any target that takes
swarm-pod weapon listed above. damage
Size: from
Small a Blood-Bomb
(No bonus or Throw must
penalty
When the pod is thrown at a target, make
to a Fortitude
conceal with a Saving
“sleight of vs.
hand”
it breaks apart on impact, releasing DC
roll)18, or contract a circulatory
a cloud of specially engineered disease
Cost: 50that robs
Units per them of one point
insects, grown to survive for a few of Constitution
Tentative Purchaseperdose
hour.
DC: 14They
(Often
minutes in a vaccum. These insects should make
Unavailable) another
Required Saving Throw
Proficiency:
leave the pod with just enough every
Simple hour to shake
Handed: off the
Requires 1 disease
hand
oxygen stored in their tissues to until
to usethey beatIncrement:
Range the infection, get (if
10 feet
sustain them for long enough to medical
thrown) help or hit 0 Con and die.
attack the target. “To Hit” Bonus: -Rate of Fire: Once
Their pinchers and stingers are as
Blood-Bomb per round Damage: Special--see
hard
Size: as steel
Tiny and
(+4with cantocut
bonus through a
conceal description Weight: 1 pound
vaccum
with a suit
“sleight of ease.
hand” roll) Armor Class: 9 Hardness: 0 Hit
Unlike
Cost: aUnits
500eatnormal swarm-pod, this Points: 15
one will robots or indeed
anything that gives off a heat
signature. It is however completely
useless in an atmosphere--the 21
insects are pressurized for a
vauccum environment and they'll
implode at normal atmospheric
pressure. Apart from this, it works
almost exactly like a standard
DC required to break this item “sleight of hand” roll)
with a Strength Roll: 27 Cost: 400 Units
Accessories: Solvent Pod (Weighs Tentative Purchase DC: 15 (Often
1/20th lb, costs 15 Units, holds 3 Unavailable) Required Proficiency:
doses, kills and inactivates glue in Simple Handed: Requires 1 hand to
1-3 rounds) use Range Increment: Maximum
Description: A grenade-like range of 20 feet if sprayed. Can
weapon, this small canister of also be thrown at a Range
goop bursts apart on impact, Increment of 10 ft
showering everything in a five foot “To Hit” Bonus: -Magazine: 12 (1 if
radius. Anything within that radius thrown)
which fails a Reflexes Saving Rate of Fire: As many times as the
Throw vs. DC 20 is caught fast by wielder has attacks
the Living Glue. The trapped Damage: See description Weight: 3
character suffers a -2 penalty on pounds Armor Class: 9 Hardness: 0
all attacks, has their Dexterity Hit Points: 2
effectively reduced by 4. They DC required to break this item with
must immediately make another a Strength Roll: 10 (goes off if
Reflexes Saving Throw (DC 15) to broken)
avoid being stuck to the floor. If a Description: A sticky purple spore
character is is fact glued to the pod, studded with greenish
floor, they are unable to move. growths. The spores are poisonous
Even if they make Spore
Plastic-Eating the second Pod to most forms of animal life. The
saving throw,
Size: Small (Nothey stillor
bonus only move
penalty pod can either be used to spray
at
to conceal with a “sleight of free
half their normal rate. To hand” poison like a garden atomizer at a
themselves,
roll) they must make a single target(this counts as a
Strength
Cost: 480check
Units vs. DC 27, or do at Ranged Touch attack and does 4d6
least fifteen points of
Tentative Purchase DC:damage
15 (Often to damage), or be thrown like a
the glue. Hitting
Unavailable) the glue
Required is
Proficiency: grenade (this does 4d6 damage to
automatically
Simple Handed: successful.
Requires 1 hand the target and 1d6 splash damage
to use Range Increment: Maximum to anyone caught in a 5-foot
range of 20 feet if sprayed. Can radius who fails a Reflexes Saving
also be thrown at a Range Throw vs. DC 18). A Fortitude
Increment of 10 ft Saving Throw vs. DC 20 halves the
“To Hit” Bonus: -Magazine: 8 (1 if damage (round fractions down).
thrown) At the DM's discretion there may
Rate of Fire: As many times as the be aliens whose
Insanity body chemistry is
Spore-Pod
wielder has attacks, but each pod immune
Size: Small to(No the
bonusspores. Plant
or penalty to
can only be used once. people, for example, probably
conceal with a “sleight of hand”
Damage: See description Weight: 3 wouldn't
roll) be affected. Wearing a
pounds Armor Class: 9 Hardness: 0 gas
Cost:mask or a separate oxygen
490 Units
Hit Points: 2 supply also negatesDC:
Tentative Purchase the15
attack.
(Often
DC required to break this item Unavailable) Required Proficiency:
with a Strength Roll: 10 (goes off if Simple Handed: Requires 1 hand to
broken) use Range Increment: Maximum
Description: A garishly spotted red range of 20 feet “To Hit” Bonus: --
pod, with flakes of eczema Magazine: 10
crumbling off its skin. When Rate of Fire: As many times as the
squeezed, it puckers open at one wielder has attacks
end and spits out a fine orange Damage: See description Weight: 3
powder, full of spores. Anything pounds Armor Class: 9 Hardness: 0
made of plastic which comes into Hit Points: 2
contact with those spores DC required to break this item with
immediately sprout tumorous- a Strength Roll: 10 (goes off if
looking growths, crumbles and broken)
falls apart, taking 2d8 damage per Description: This shriveled green
round for 1 -6 rounds, regardless pod is full of spores that
of whether or not it leaves the permanently change the target's
area of effect. brain chemistry. You tickle its belly
The pod can be used as an to make it spit out the spores
aerosol Spore-Pod
Toxic spray attack vs. an area 5 (unlike many spore pods, it can't
feet
Size: wide
Smallby 20 bonus
(No feet long,
orin or it can
penalty be thrown like a grenade). Make a
be thrown at the target, which to ranged touch attack to affect the
conceal with
case it will doaits damage to target. A Fortitude Saving Throw
anything made of plastic in a ten vs. DC 18 keeps the spores from
foot radius. An inanimate object's taking effect (although the victim 22
Hardness does not protect it from will still
this attack.
feel strange and may experience This is a relatively rare
mild psychadelic phenomena that weapon, since no one wants to
have no real effect on their skills or have to harvest these pods. A
combat abilities). If the spores do completely sealed suit with its
take hold of them, they won't have own oxygen supply completely
any clear idea of what is negates the spores' effect, but a
happening to them and will gas-mask does not. The spores
behave unpredictably. They must don't have to get into the
make a Willpower Saving throw victim's lungs to wreak their
(DC 15) every round or roll on the Sleephavoc.
neural Gas Spore-Pod
They will penetrate
following chart. any
Size: Small (No bonus skin.
scrap of exposed or penalty to
1 Wander away for 1 minute conceal with a “sleight of hand”
(unless prevented) roll)
2-4 Do nothing for 1 round. Cost: 450 Units
Stare passively off into space, look Tentative Purchase DC: 15 (Often
at the ground or close your eyes. Unavailable) Required Proficiency:
5-6 Mutter andom insane Simple Handed: Requires 1 hand to
gibberish, clap hands, twitch and use Range Increment: Maximum
engage in other harmless but range of 20 feet if sprayed. Can also
distracting crazy behavior for a be thrown at a Range Increment of
round, without moving from the 10 ft
spot where you are standing. “To Hit” Bonus: -Magazine: 14 (1 if
7-9 Attack nearest creature for 1 thrown)
round 10 Act normally for 1 round. Rate of Fire: As many times as the
You are not aware that you have wielder has attacks
been acting crazy. Damage: Target must make a
If attacked
Agony while insane, the
Spore-Pod Fortitude Saving Throw vs. DC 20 or
victimSmall
Size: can defend
(No bonus themselves
or penalty to lapse into a drugged slumber for 2-
normally,
conceal with butaunless they
“sleight roll a 10
of hand” 12 minutes.
and
roll) "act normally", they are Weight: 3 pounds Armor Class: 9
incapable of articulate
Cost: 480 Units Hardness: 0 Hit Points: 2
communication.
Tentative Purchase OnlyDC:some kind of
15 (Often DC required to break this item with
advanced neurological
Unavailable) treatment
Required Proficiency: a Strength Roll: 10 (goes off if
can
SimplehelpHanded:
the afflicted character.
Requires 1 handAto broken)
vaccum suit or completely
use Range Increment: Maximum sealed Special: Area Effect Attack, straight
protective
range of 20gear feetcompletely
if sprayed. negates
Can line, five feet wide and twenty feet
the
alsoeffect of thisatweapon.
be thrown a Range long.
Increment of 10 ft Accessories: Antidote Capsule
“To Hit” Bonus: -Magazine: 9 (1 if (1/20th lb, costs 150 Units, holds 2
thrown) doses, negates effect of the
Rate of Fire: As many times as the spores in 1 round)
wielder has attacks Description: A fat lump of slick
Damage: 2d6 nonlethal damage per black fungus. It vomits out a puff of
round for 3 mottled greenish powder when
rounds (a Fortitude Saving Throw squeezed, which affects every living
vs. DC 20 halves thing in a five- foot wide, 20 foot
the damage, but the target must long path. It can also be thrown like
roll every round) a grenade, in which case it will
Weight: 3 pounds affect anyone in a 5 foot radius who
Armor Class: 9 fails a Reflexes Saving Throw vs. DC
Hardness: 0 Flesh-Eating
22. Spore-Pod
Hit Points: 2 Size: Mediumwho
Characters (-4 penalty
have beento conceal
put to
DC required to break this item with with a “sleight of hand” roll)
sleep are helpless, but they will
a Strength Roll: 10 (goes off if Cost:
wake 510up ifUnits
someone does at least
broken) Tentative
one point Purchase
of damage DC:to16 (usually
them,
Special: Ignores armor. The target illegal)
whether normal or nonlethal.Simple
Required Proficiency:
must make a Willpower Saving Handed: Requires 1 hand to use
Throw vs. DC 20 each round they Range Increment: Maximum range
take damage or be Stunned for of 20 feet if sprayed. Can also be
that round. Accessories: Antidote thrown at a Range Increment of 10
Capsule (1/20th lb, costs 250 Units, ft
holds 3 doses, negates effect of the “To Hit” Bonus: -Magazine: 6 (1 if
spores in 1 round) thrown)
Description: A brittle-looking Rate of Fire: As many times as the
reddish sporepod with mottled wielder has
brown spots. When gently 23
squeezed, it spews out a thin
stream of spores which afflict the
target's nervous system with
horrendous phantom pains. It can
also e thrown like a grenade, in
attacks When you tickle the right spot
Damage: See on its belly, the pod contorts in
description your hand and sneezes out a fine,
Weight: 3 pounds wet mist, laden with nerve-rot
Armor Class: 9 spores. This attack affects every
Hardness: 0 Hit living thing in a five-foot wide,
Points: 2 twenty foot long path. It can also
DC required to break this item with be thrown like a grenade, in which
a Strength Roll: 10 (goes off if case it affects anything in a 5 foot
broken) radius. A Reflexes Saving Throw vs.
Accessories: Antidote Capsule DC 15 allows the target to dodge
(1/20th lb, costs 150 Units, holds 2 out of the way of the attack,
doses, negates effect of the spores provided that they use their next
in 1 round) movement to leave the area of
Description: This long, puffy mass effect. In one round the area will
of tissue is filled with spores that be safe to enter once more.
invade and break down living flesh Once the pod has been emptied
at a shocking rate. It can reduce a it can produce a new dose in two
full-sized adult human being into a hours. ThereSpore-Pod
Paralysis is no easy or quick
pile of gym-sock smelling fungus in remedy for (No
Size: Small the bonus
damage oritpenalty
does. to
minutes. Perhaps with
conceal therea is“sleight
some expensive
of hand”
When squeezed, the pod opens high-tech
roll) medical treatment that
up a wrinkled orifice at one end and might
Cost: 485 Unitsto cure the nerve
be able
spits out a silent puff of fine gray damage,
Tentativebut this ofDC:
Purchase course is up to
15 (Often
powder, effectively attacking the DM.
Unavailable) Required Proficiency:
everything in a five-foot wide, Simple Handed: Requires 1 hand
twenty foot long path. It can also to use Range Increment: Maximum
be thrown like a grenade, in which range of 20 feet if sprayed. Can
case it affects anything in a 5 foot also be thrown at a Range
radius. A Reflexes roll vs. DC 15 Increment of 10 ft
allows the target to dodge out of “To Hit” Bonus: -Magazine: 12 (1 if
the way of the attack, provided that thrown)
they use their next movement to Rate of Fire: As many times as the
leave the affected area. Anyone wielder has attacks
who doesn't get
Nerve-Rot out of the way in
Spore-Pod Damage: Special. The target must
time will take 1d6
Size: Medium damagetoper
(-4 penalty conceal make a Fortitude
round
with a “sleight of hand”die
until they either or make
roll) Save vs. DC 20 or be paralyzed and
a Fortitude
Cost: Save vs. DC 20.
470 Units helpless, unable to
The spores
Tentative Purchasedie quickly
DC: 15if (Often
they move or take any physical actions,
don't find flesh
Unavailable) to buryProficiency:
Required themselves for 2d10 rounds.
in, and the
Simple squares
Handed: infected
Requires by the
1 hand to Weight: 3 pounds
spore
use Range Increment: Maximumon
pod will be safe to enter Armor Class: 9
the
range next
of round.
20 feetThe pod only
if sprayed. Canholds
also Hardness: 0
ten doses, but once it has
be thrown at a Range Increment of been Hit Points: 2
emptied
10 ft it can produce a new dose DC required to break this item with
in two hours.
“To Hit” Bonus: -Magazine: 9 (1 if a Strength Roll: 10 (goes off if
thrown) broken)
Rate of Fire: As many times as the Description: A loose, slimy brown
wielder has attacks fungal sack, with unhealthy-
Damage: Target must make a looking red fissures in its skin.
Fortitude Saving Throw vs. DC 18 or When gently stroked, it spurts out
suffer 1d6 permanent damage to a stream of spores that cause
their Dexterity each round for 1-3 paralysis in most animals. This
rounds. attack affects every living thing in
Weight: 3 pounds Armor Class: 9 a five-foot wide, twenty foot long
Hardness: 0 Hit Points: 2 path. It can also be thrown like a
DC required to break this item with grenade, in which case it affects
a Strength Roll: 10 (goes off if anything in a 5 foot radius. A
broken) Reflexes
Organic Saving
Spore-Pod Throw vs. DC 20
Launcher
Description: A rumpled and allows
Size: the
Medium target to dodge
(-4 penalty to out of
unappetizing lump of vegetable the way
conceal of the attack, provided
matter, about the length of a man's that
roll) theywith
useatheir
“sleight
nextofmovement
hand”
forearm. Its skin is a raw, unhealthy to leave
Cost: 590the area of effect.
Units
pink with ulcerated red patches At the DM's discretion, there
here and there that have odd tufts may be creatures with unusual
of wiry fur growing out of them. body chemistries who aren't 24
affected. A completely sealed suit
will negate the effect of these
spores but a gas-mask doesn't.
They penetrate through the skin
and don't need to be inhaled.
Tentative Purchase DC: 15 (often resembles a spotted, downy human
unavailable) Required Proficiency: liver. It's about the length of a
Exotic Weapons--Ranged Handed: man's arm, and has only one visible
Requires 2 hands to use Range feature-- a huge, gaping, toothless
Increment: 30 feet “To Hit” Bonus: - mouth. If you load a spore-pod
Magazine: 1 weapon into its mouth, the creature
Rate of Fire: Once per round will stir, gulp the pod down with
Damage: Depends on which spore- evident relish, and puff up a set of
pod it is launching tumorous looking air bladders on
Weight: 4 pounds either side of its body.(the whole
Armor Class: 14 loading process takes one Standard
Hardness: 0 Action). Point a pod-launcher at the
Hit Points: 5 target, tweak it hard enough to
DC required to break this item with cause it pain, and it will hurl the
a Strength Roll: 20 Accessories: -- pod a surprising distance.
Description: A smooth, boneless, The launcher itself spends most
eyeless animal that of its time totally inert. It can be fed
Scuttlebombs, Living Torpedos and almost any nutrient in liquid form
(no chunks) and if properly
Other SelfActuated Living Weapons nourished will live about ninety
years. It can go without food for a
Living weapons that move under their own month
power, orsome
so. of these specially
tailored animals have enough brain power to qualify as independent constructs
while others do not (as a rule Scuttlebombs do and Living Torpedoes don’t).

Scuttlebombs
Living creatures that scamper across the ground toward the target and then
explode, they come in a wide variety of nasty forms and nastier effects. No two
look quite alike. Most are smart enough to qualify as independent constructs,
since it takes at least a minimal amount of brainpower to find your way across
uneven terrain. Yet even the smartest of them are still really, really dumb
compared to most animals. Even your average insect is significantly smarter.
Weight: 1 pound
Armor Class: See description
Hardness: 0
Hit Points: See description
DC required to break this item with
a Strength
Roll: N/A
Special: This weapon is capable of
independent action. Treat it as a
Fine Construct with an AC of 16, 8
hit points and an Attack Bonus of
+5. It is immune to Fear, Emotion
Control, Illusions but not Sleep,
Paralysis or mental domination. It
makes Willpower Saving Throws at
a -2 penalty. It can move 30 feet
Scuttlebomb per round under its own power and
Size: Fine (+12 bonus to conceal effectively has a Stealth Skill of +5.
with a “sleight of hand” roll) It does draw attacks of opportunity
Cost: 595 Units when it attacks (although there is
Tentative Purchase DC: 16 little point in attacking it with a
(Often Unavailable) Required melee weapon, since it will
Proficiency: Simple Handed: detonate if it loses all its Hit
Requires 1 hand to activate, Points). The bomb does 3d6
functions independently after Bludgeoning damage to anything
that. in a 10 foot radius when it goes off.
Range Increment: -“To Hit” Description: A mottled, hairless
Bonus: -Rate of Fire: Once per eight-legged arthropod with no
round Damage: See description obvious eyes. It's body is plump
and sags heavily from the weight
of the explosives it is carrying. It 25
can track the target either by scent
or simply by being pointed at it
and set in motion. The weapon
cannot be recalled or instructed to
change targets once it has been
It doesn't effectively take any time Handed: Requires 1 hand to
to wake the thing up, you just activate, functions independently
snatch off the membrane which after that.
covers its eyes and it is instantly Range Increment: -“To Hit” Bonus:
ready to attack (call this a free -Rate of Fire: Once per round
action). If kept dormant, it will live Damage: See description Weight: 1
for about twenty years. pound Armor Class: See description
Toxic Gas Scuttlebomb Hardness: 0
Size: Fine (+12 bonus to conceal Hit Points: See description
with a “sleight of hand” roll) DC required to break this item with
Cost: 610 Units a Strength
Tentative Purchase DC: 16 (Often Roll: N/A
Unavailable) Required Proficiency: Special: This weapon is capable of
Simple Handed: Requires 1 hand to independent action. Treat it as a
activate, functions independently Diminutive Construct with an AC of
after that. 16, 8 hit points and an Attack
Range Increment: -- Bonus of +6. It is immune to Fear,
“To Hit” Bonus: -- Emotion Control and Illusions but
Rate of Fire: Once not Sleep, Paralysis or mental
per round Damage: domination. It makes Willpower
See description Saving Throws at a +4 bonus. It can
Weight: 1 pound move 30 feet per round under its
Armor Class: See own power and effectively has a
description Stealth Skill of +6. It does draw
Hardness: 0 attacks of opportunity when it
Hit Points: See description attacks. It will explode if it loses all
DC required to break this item with its hit points. When it goes off, it
a Strength does 3d6 piercing damage to
Roll: N/A anything in a 10 foot radius.
Special: This weapon is capable of Anyone struck by its flechettes
independent action. Treat it as a must make a Fortitude Saving
Construct with an AC of 16, 3 hit Throw vs. DC 15 or take an
points and an Attack Bonus of +5. additional d4 of poison damage
It is immune to Fear, Emotion every round for 2-8 rounds.
Control, Illusions but not Sleep, Accessories: Antidote Capsule
Paralysis or mental domination. It (1/20th lb, costs 250 Units, holds 2
makes Willpower Saving Throws at doses, negates effect of the poison
a +2 bonus. It can move 30 feet in 1 round)
per round under its own power Description: A strange little animal
and effectively has a Stealth Skill of which moves by rolling like a ball, it
+3. It does draw attacks of looks like a sea urchin, or perhaps
opportunity when it attacks, but if a hedgehog without a head.
it takes any damage at all it Covered with thick poison spines, it
immediately detonates. When it is safe to handle until it is armed
goes off, everyone in a 10 foot and sent after the target. It has a
radius must make a Fortitude lot of eyes, buried between its
Saving Throw vs. DC 20 or take spines and will home in of the
4d10 poison damage. This toxin target visually.Scuttlebomb
Telepathic
specifically attacks the lungs, so a It can
Size: Finebe(+12
instructed
bonus to to conceal
home in
gas mask or a vacuum suit on a particular square
with a “sleight of hand” roll)or to follow
completely negates its effect. a particular
Cost: 625 Unitstarget, by pointing it at
Description: A bulging gas- the targetPurchase
Tentative and squeezing
DC: 16a(Often
special
bladder, with six powerful froglike place on its underbelly.
Unavailable) Required Proficiency:
legs and a single eye on a stalk. It The creature
Simple Handed:has only the
Requires 1 hand to
moves in a series of long leaps and simplest metabolism and nervous
activate, functions independently
hops. system.
after that. It does not eat and is born
The creature has an extremely with just enough stored
Range Increment: energy
-“To Hit” to
Bonus:
Toxic Flechette
simple nervous Scuttlebomb
system and only do
-Rateits of
job. It remains
Fire: Once per completely
round
Size: Fine (+12
understands onebonus
basictocommand--
conceal dormant
Damage: until it is activated,
See description and if1
Weight:
with
go toathe
“sleight of hand”
first thing you roll)
see when it isn't used can live off its
pound Armor Class: See description stored
Cost: 600 Units
the opaque membrane is peeled energy
Hardness: for 0about six years.
Tentative
away fromPurchase
your eye,DC:and16explode
(usually illegal) Required
there. It can be directed against
Proficiency:
either a whole Simple
square, or it can
pursue and chase down an
individual target. 26
Readying the bomb by
unhooding its eye is a free action
and takes effectively no time. Once
it has been activated, there is no
turning it back.
Hit Points: See description Range
DC required to break this item with Increment: --
a Strength “To Hit”
Roll: N/A Bonus: -Rate
Special: This weapon is capable of of Fire: Once
independent action. Treat it as a per round
Diminutive Construct with an AC of Damage: 2d6 Damage per round to
16, 8 hit points and an Attack anything made of plastic within a
Bonus of +4. It is immune to Fear, 10 foot radius.
Emotion Control, Illusions but not Weight: 1 pound
Sleep, Paralysis or mental Armor Class: See description
domination (although any attempt Hardness: 0
to mentally dominate the weapon Hit Points: See description
will instantly detonate it) It can DC required to break this item with
move 30 feet per round under its a Strength
own power and effectively has a Roll: N/A
Stealth Skill of +7. It does draw Special: This weapon is capable of
attacks of opportunity when it independent action. Treat it as a
attacks and does 3d6 Bludgeoning Diminutive Construct with an AC of
damage to anything in a 10 foot 16, 7 hit points and an Attack
radius when it detonates. If it loses Bonus of +5. It is immune to Fear,
any of its hit points, it instantly Emotion Control, Illusions but not
explodes. Sleep, Paralysis or mental
Description: It resembles a large domination. It makes Willpower
pillbug, about the size of a Saving Throws at a +2 bonus. It can
cucumber. It moves by either move 30 feet per round under its
sculling along on its fifty tiny legs own power and effectively has a
or by curling up into an armored Stealth Skill of +5. It does draw
ball and rolling along the ground. attacks of opportunity when it
The weapon is telepathic and attacks.
remains in constant contact with Description: A six-legged disk-
the mind of its user. You can shaped creature, with one strangely
order it to change targets or to human looking eye. It has a shell
withdraw. It is not smart enough and looks a little like a very strange
to undertake any kind of strategy crab. It has a very simple nervous
on its own and must be carefully system and doesn't experience pain
guided through every step of or fear. When it isn't being used to
anything it does. attack, it either sleeps or ambles
You can see through its eyes if Metal-Eating
pointlessly around Scuttlebomb
its cage. It eats
you concentrate. It has all five of Size: Fine (+12
just about bonus toor
any garbage conceal
organic
the senses we are accustomed to, with
wastea you
“sleight
careof tohand”
place roll)
in its
although the first time you use one Cost:
feeding615hole,
Unitsalthough it cannot
of these weapons it takes at least Tentative
feed itself.Purchase DC: 16 and
If fed regularly (Often
two minutes of practice to get used Unavailable)
treated well itRequired Proficiency:
will live for about
to its weird sensory perspective. Simple Handed: Requires 1 hand to
five years.
The creature is by disposition activate,
You arm functions independently
it by breaking away a
passive and phlegmatic and spends after that.
small crumbly piece of shell on top
most of its time asleep. It does Range
of its carapace. Once it is armed,
however need to be fed daily. It Increment:
you show it--the target and utter a
can digest just about any organic “To
low whistle. Hit”It will then attack that
matter, but has to be fed by hand. Bonus: -Rate target, moving to
one particular
If it isn't detonated, it will live for of Fire: Once
intercept it if it runs away.
about three years. per round
If it somehow gets separated Damage: 2d6 Damage per round to
from its handler and can't be anything made of metal within a 10
Plastic-Eating Scuttlebomb foot radius. Continues to do
telepathically
Size: Fine (+12 bonus home,
guided it will
to conceal
makeaa“sleight
feeble attempt damage until the virus is somehow
with of hand”to find
roll) cured or neutralized.
them,
Cost: 610but Units
will give up quickly and
go to sleep. The next person to Ignores up to 15 points of
Tentative Purchase DC: 16 (Often Hardness.
pick it up becomes
Unavailable) its handler.
Required Proficiency: Weight: 1 pound
Simple Handed: Requires 1 hand to Armor Class: See description
activate, functions independently Hardness: 0
after that. Hit Points: See description
DC required to break this item with
a Strength
Roll: N/A 27
Special: This weapon is capable of
independent action. Treat it as a
Diminutive Construct with an AC of
16, 2 hit points and an Attack
Bonus of +6. It is immune to Fear,
Sleep, Paralysis or mental spends most of its time dormant,
domination. It makes Willpower waking about once a week to
Saving Throws at a -3 penalty. It ingest a few grams of sugar water
can move 30 feet per round (it can't feed itself). It lives for
under its own power and about a year if it's fed regularly.
effectively has a Stealth Skill of
+5. The weapon does draw Flesh-Eating Scuttlebomb
attacks of opportunity when it Size: Fine (+12 bonus to conceal
attacks, but if struck it with a “sleight of hand” roll)
detonates on the spot. Cost: 675 Units
Description: A fat pink worm, Tentative Purchase DC: 17 (usually
about the size of a baby's arm , illegal) Required Proficiency:
covered with odd, knobby growths. Simple Handed: Requires 1 hand to
A bloodshot and strangely human activate, functions independently
looking eye is visible at either end. after that.
The worm wriggles after the Range Increment: -“To Hit” Bonus:
designated target under its own -Rate of Fire: Once per round
power and then bursts open in a Damage: Infects everyone in a 5
shower of glop. This liquid is foot radius with a flesh-eating virus
saturated with a metal- eating that does 1 d6 damage per round
virus, which does no damage to until the victim either dies or
flesh
Plague but rusts out even the
Scuttlebomb makes a Fortitude Save vs. DC 20.
toughest metallic
Size: Fine (+12 bonus alloys
to in just a
conceal Weight: 1 pound
few rounds.
with Theofworm
a “sleight hand”doesn't
roll) Armor Class: See description
have
Cost: a650mouth
Unitsor a digestive Hardness: 0
system, but
Tentative it does DC:
Purchase metabolize
16 (usually Hit Points: See description
food through
illegal) Requiredits Proficiency:
skin and every DC required to break this item with
week
Simpleit Handed:
needs toRequires
be immersed1 handin ato a Strength
nutrient
activate, bath for about
functions an hour. If
independently Roll: N/A
it is properly
after that. cared for, it will live Special: This weapon is capable of
for twoIncrement:
Range years. -- independent action. Treat it as a
“To Hit” Bonus: -- Diminutive Construct with an AC of
Rate of Fire: Once 18, 10 hit points and an Attack
per round Damage: Bonus of +5. It is immune to Fear,
See description Emotion Control, Illusions but not
Weight: 1 pound Sleep, Paralysis or mental
Armor Class: See domination. It makes Willpower
description Saving Throws at a +1 bonus. It
Hardness: 0 can move 30 feet per round under
Hit Points: See description its own power and effectively has a
DC required to break this item with Stealth Skill of +5. It does draw
a Strength attacks of opportunity when it
Roll: N/A attacks, but if it loses all its hit
Special: This weapon is capable of points it will detonate before it
independent action. Treat it as a dies or is disintegrated.
Diminutive Construct with an AC of Description: This scuttling, hairy
16, 7 hit points and an Attack crustacean resembles a flesh-
Bonus of +5. It is immune to Fear, colored crayfish with no claws and
Emotion Control and Illusions but tufts of ugly black bristles, here
not Sleep, Paralysis or mental and there. It has three eyes on
domination. It makes Willpower stalks and a long proboscis which
Saving Throws at a +2 bonus. It it uses to inject the target with a
can move 30 feet per round under flesh-eating virus that can turn a
its own power and effectively has a full-sized human being into bloody
Stealth Skill of +6. It does draw jello in minutes.
attacks of opportunity when it The creature has no mouth and
attacks, but will explode on the is born with just enough energy
spot if it loses all its hit points. stored in its body to attack one
Description: It looks like a huge target and then die. It spends its
black leech, about the size of a life in hibernation until it is woken
small cat, with a single yellow eye up and directed at a particular
at one end and bulging plague- target. It can either hunt the target
sacks on either side of its body. It down by smell, or simply be
moves by rapidly humping across pointed at the target and then
the ground. When it reaches the tweaked in a special soft spot
target square, it puffs itself full of behind its bristly head. You can 28
air and bursts, showering everyone snap off its proboscis before
in the vicinity with plague. setting it loose (this takes a
Anyone caught in its burst radius standard action).in which case it
must make a Fortitude Saving will scuttle over to the target and
Throw vs. DC 15 or lose a point of explode, dousing everything in a
Deep-Space Scuttlebomb Tentative Purchase DC: 15 (Often
Size: Fine (+12 bonus to conceal Unavailable) Required Proficiency:
with a “sleight of hand” roll) Simple Handed: Requires 2 hands
Cost: 600 Units to activate, functions
Tentative Purchase DC: 16 (Often independently after that.
Unavailable) Required Proficiency: Range Increment: 80 feet “To Hit”
Simple Handed: Requires 1 hand to Bonus: -Rate of Fire: Once per
activate, functions independently round Damage: Special, see
after that. description Weight: 1 pound
Range Increment: -“To Hit” Bonus: Armor Class: See description
-Rate of Fire: Once per round Hardness: 0
Damage: See description Weight: 1 Hit Points: See description
pound Armor Class: See DC required to break this item with
description Hardness: 0 a Strength
Hit Points: See description Roll: N/A
DC required to break this item with Special: This weapon is capable of
a Strength independent action. Treat it as a
Roll: N/A Diminutive Construct with an AC of
Special: This weapon is capable of 15, 6 hit points and an Attack
independent action. Treat it as a Bonus of +4. It is immune to Fear,
Construct with an AC of 19, 10 hit Emotion Control, Illusions but not
points and an Attack Bonus of +4. Sleep, Paralysis or mental
It is immune to Fear, Emotion domination. It makes Willpower
Control, Illusions but not Sleep, Saving Throws at a -1 penalty. It
Paralysis or mental domination. It can move 30 feet per round under
makes Willpower Saving Throws at its own power and effectively has a
a +6 bonus. It can move 60 feet Stealth Skill of +5. It does draw
per round under its own power in attacks of opportunity when it
any direction and effectively has a attacks, but will explode on the
Stealth Skill of +4. It does not draw spot if it loses any hit points. When
attacks of opportunity when it the bomb goes off, living creatures
attacks. When it detonates, the within a 15 foot radius must make
weapon does 4d6 Bludgeoning a Fortitude Saving Throw vs. DC 18
damage to anything in a 15 foot or become Nauseated, unable to
radius. Targets can make a Reflexes attack, concentrate, use psionic
Saving Throw vs. DC 18 to take half powers or cast spells (if spell-
damage. casters or psionics exist in your
Description: One of the real campaign), and so forth. The only
limitations of scuttlebombs and action a nauseated character can
other such living weapons is that take is a single move (or move-
they don't work in a vacuum. This equivalent action) per turn. These
strange creature solves this effects last as long as the character
problem. It looks like an armor- is in the cloud and for 1d4+1
plated jellyfish, with tiny round rounds after he or she leaves the
eyes peeking out from between the cloud.
plates. (Roll separately for each nauseated
It can move in zero-g by character.) Those who succeed at
squirting out small puffs of gas (it's their saves but remain in the cloud
helpless in standard earth gravity). must continue to save each round.
You activate it by twisting a The cloud lasts for 1d4 rounds, but
protrusion on one of its plates. The a strong wind disperses it in 1
plates separate slightly, its eyes round. Description: An evil-
peek out and it is ready to be smelling little animal, a bit like a
shown the target. It can take a long three-legged furry spider, about
time to track down its prey, if it has the size of a man's hand. It has no
to. Periodically, it will extend a set mouth or stomach and is born with
of gossamer wing-like membranes just enough stored energy in its
from between its plates and feed tissues to chase down one target
on raw solar energy, using the heat and explode. It spends most of its
and light to generate more gas life-cycle hibernating with its legs
from its tissues. It can pursue a folded up tightly under it.
target for months, years, perhaps You activate the weapon, by
even centuries. pulling down its legs with a short,
If kept dormant, no one really sharp jerk, uncovering its seven
knows how long it might live. beady eyes. To direct it to its
There has never been a recorded target, you point its seventh,
case of one going bad in storage. central eye at the target and utter 29
a high shrill whistle.
The whole process of waking the
Stench-Gas Scuttlebomb creature up and selecting a target
Size: Fine (+12 bonus to conceal takes one Standard Action. If the
Living Torpedoes
Somewhat dumber than scuttlebombs, most living torpedoes have just
enough brain power to glide through the air toward a target and then
explode. They too vary widely in appearance and capabilities.
Living Torpedo, Flying immune to fear, illusions and
emotion control, but not sleep,
Bomb paralysis or mental domination. It
Size: Tiny (+4 bonus to conceal makes Willpower Saving Throws at
with a “sleight of hand” roll) a +2 bonus. If mentally dominated,
Cost: 510 Units it instantly explodes.
Tentative Purchase DC: 16 (Often Description: A living torpedo that
Unavailable) Required Proficiency: resembles a pale six-eyed lobster
Simple Handed: Requires 1 hand to with bat wings instead of claws
use Range Increment: 80 feet “To and ugly tufts of bristles here and
Hit” Bonus: -Rate of Fire: Once per there. It spends most of its time
round Damage: 3d6 Bludgeoning, asleep, but unlike mmany living
10 foot radius. A Reflexes Saving weapons it is active and
Throw vs. DC 15 halves the affectionate toward its handler
damage. Weight: 1 pound Armor while it is awake. It has a very
Class: 15 Hardness: 0 Hit Points: 1 simple metabolism and needs to
DC required to break this item with be fed meat broth once every two
a Strength Roll: 15 (but it explodes days or so.
if it is broken) The creature is telepathic and
Special: Not capable of actively reads its handler's mind.
independent action and so not a When it receives the mental
Construct. Immune to illusions and command, it flies over to the
mental attacks. Description: A tiny target and detonates. It requires
little flying bomb. This odd no concentration on the part of
creature resembles a three-eyed the handler to do this-they are free
hairless bat with no mouth. It never to move, make other attacks, etc.
eats or drinks and spends its life They cannot see through the
hibernating until it is woken up to creature's eyes or pick up impulses
go into combat. It takes a Standard from its brain unless they are
Action to rouse the beast and get it telepathic themselves (the
to unfold its wings. Considerably creature's own power only works
less smart than an insect, it will use one way—it's a telepathic receiver,
its simple nervous system to home but it lacks a transmitter).
in the target it is flung at and then The handler can target anything
explode. It isn't capable of doing or in sight, whether it is technically in
thinking about anything else. range or not. If the target is further
You can carry it around armed if away than the creature's range, it
Living Torpedo,
you are expecting Telepathic
trouble. The Living Torpedo, Toxic
will simply keep flying toward it on
Flying
beast
Flying won't
Bombmake any noise and it Bomb
the next round. It can chase
can
Size:easily be returned
Tiny (+4 bonus totoconceal Size:
moving Tinytargets
(+4 bonus to conceal
or change targets
hibernation. However,
with a “sleight-of- hand”it can
roll)only with
in mid a “sleight-of-
flight if it is hand”
told to.roll)
be
Cost:kept
610awake
Unitsfor twenty-four Cost: 520
If the Unitsbecomes isolated
bomb
hours
Tentativein total beforeDC:
Purchase it exhausts
16 (Oftenits Tentative Purchasethoughts,
from its handler's DC: 16 (Often
it will
limited energy supply and dies.
Unavailable) Required Proficiency: Unavailable)
try to find itsRequired
way backProficiency:
to them,
Simple Handed: Requires 1 hand to Simple
disarming Handed: Requires
its explosive load1 hand
and
use Range Increment: 100 feet “To to use Range
retracing Increment:
its flight path. If80forfeet
some
Hit” Bonus: -Rate of Fire: Once per “To
reason Hit”this
Bonus: -Rate
doesn't of Fire:
work it willOnce
round Damage: 3d6 Bludgeoning, per
settle round
to the Damage:
groundSpecial,
and waitsee for a
10 foot radius. A Reflexes Saving description
new master Weight: to come1along.poundIt takes
Throw vs. DC 15 halves the Armor
about an Class:
hour15ofHardness:
holding and 0 Hit
damage. Weight: 1 pound Armor Points:
stroking2 the creature to attune it
Class: See description Hardness: 0 DC
to arequired
new handler'sto break this item with
thoughts.
Hit Points: See description a Strength Roll: 15 (but it explodes
DC required to break this item with if it is broken)
a Strength Special: Grenade-like weapon.
Roll: N/A Everyone in a 10 foot radius must
Special: Diminutive Construct, AC make a Fortitude Saving Throw vs.
15, 4 hit points, Attack Bonus of DC 20 or take 4d6 poison damage.
+4, moves 100 feet per round. It is This toxin specifically
30
attacks the lungs, so a gas mask or Bomb
a vacuum suit completely negates Size: Tiny (+4 bonus to conceal
its effect. It is immune to fear, with a “sleight-of- hand” roll)
illusions and emotion control, but Cost: 550 Units
is still vulnerable to sleep, paralysis Tentative Purchase DC: 16 (often
and mental domination. It makes unavailable, usually illegal)
Willpower Saving Throws at a -2 Required Proficiency: Simple
penalty. If it takes damage or is Handed: Requires 1 hand to use
mentally dominated, it instantly Range Increment: 80 feet “To
explodes. Hit” Bonus: -Rate of Fire: Once
Description: A fat cigar-shaped per round Damage: See
tube, glittering with oily iridescent description Weight: 1 pound
colors. Squeeze a particular spot Armor Class: 15 Hardness: 0 Hit
on its back and it will unfold into a Points: 1
mothlike creature with wet, DC required to break this item
transparent wings. It has no mouth with a Strength Roll: 15 (but it
and barely any brain. The creature explodes if it is broken)
has just enough energy stored in Special: Grenade-like weapon.
its tissues to make one attack and Anyone caught in its burst radius
it is just smart enough to fly over must make a Fortitude Saving
to the target
Living Torpedo,squareCaustic
on command Throw vs. DC 15 or lose a point of
and explode. Strength and one of Constitution
Flying
If keptBomb
dormant, it has a shelf- per day for 4d6 days until they are
life ofTiny
Size: about
(+4five
bonus
years.
to Once
conceal cured by a doctor or reach 0
armed,
with a “sleight-of-
it will live for
hand”
onlyroll)
48 hours Constitution and die. If the target
Cost: 530actually
if it isn't Units used. is hit by more than one bomb, it
Tentative Purchase DC: 16 (Often won't increase the effect of the
Unavailable) Required Proficiency: disease.
Simple Handed: Requires 1 hand Description: A greenish wad of
to use Range Increment: 90 feet slimy flesh, covered in weeping red
“To Hit” Bonus: -Rate of Fire: Once blisters. It has three crablike eyes
per round Damage: See on stalks and a pair of
description Weight: 1 pound membranous wings. Anyone who
Armor Class: 15 Hardness: 0 Hit sees its jawless, fanged mouth is
Points: 2 immediately reminded of a
DC required to break this item lamprey, or perhaps of worse
with a Strength Roll: 15 (but it things. It has no feet and cannot
explodes if broken) walk.
Special: Splash weapon. The target The creature needs to be fed at
takes 1d6 damage per round for 3 least once a day (it prefers putrid
rounds, and everyone in a 5 foot meat but will eat any old organic
radius must make a Reflexes matter) and is prone to flatulence.
Saving Throw vs. DC 15 or take 1 With no appendages but its wings,
point of damage. If the attacker it has no way of getting food into
rolls a 20, the target has been its puckered little mouth and must
Blinded, per the spell. Blindness be (carefully) fed by hand. It
lasts indefinitely. At the DM's whines when it is hungry and
discretion there may be futuristic gurgles when it is satisfied.
medical techniques that can repair You get it ready to detonate by
the target's eyes. giving it a short sharp jolt of pain
Description: A small creature which on one particular spot on its
resembles a hairless albino bat, its underbelly ( a lit cigarette works
plump body covered with gristly well here, as does a hard pinch).
chitinous plates. It has three Once it'sTorpedo,
armed, flingFlying
it at the
segmented eyes and no mouth. Living
target square as fast as you can.
The bomb is born with just Stench
Don't leave Bomb
it in your hand- it will
enough stored energy to attack Size: Tinyon
explode (+4thebonus to conceal
next round no
one target and explode. with
mattera “sleight
what. of hand” roll)
Not smart enough to qualify as Cost:
Not485 Units a Construct, its
really
a Construct, this is really just a Tentative
behavior is Purchase
limited DC: 15 (Often
to exploding.
grenade that happens to alive. It Unavailable)
Its pitifully Required
simple nervous
spends most of its life dormant, Proficiency: Simple to
system is immune Handed:
illusions or
Living
folded up Torpedo, Plague-Ridden
inside its leathery wings. Flying
Requires 1 hand to use Range
mental attacks.
It takes a Standard Action to Increment: 70 weapon
Storing this feet “To is
Hit”
tricky The
wake it up, point it at the target Bonus:
diseases--which fester in the
and break the tiny bone just under creature's unhealthy flesh will kill it31
its skin which arms it to attack. If it in about six months, unless it is
is woken up but not armed it will kept frozen in a cryo- tank.
only live for two hours. It can be
lulled back into dormance with a
Standard Action.
Rate of Fire: Once per round Fortitude Saving Throw vs. DC 20
Damage: Special, see description or fall unconscious for 2-16 (2d8)
Weight: 1 pound Armor Class: 15 minutes.
Hardness: 0 Hit Points: 1 Accessories: Antidote Capsule
DC required to break this item with (1/20th lb, costs 150 Units, holds
a Strength Roll: 15 (but it explodes 2 doses, negates effect of gas in 1
if it is broken) round) Description: An insectile
Special: When the weapon creature, a lot like some weird
explodes, living creatures within a flying crustacean. It spends most
15 foot radius must make a of its time folded up in a dormant
Fortitude Saving Throw vs. DC 18 or state, waking up only once every
become Nauseated, unable to week to consume a few droppers
attack, concentrate, use psionic full of sugar water.(you put the
powers or cast spells (if spell- food into a slot behind its head-it
casters or psionics exist in your has no real mouth and can't feed
campaign), and so forth. The only itself).
action a nauseated character can To activate it, point it at the
take is a single move (or move- target and snap off a tiny flange
equivalent action) per turn. These on the underside of its shell. It
effects last as long as the character will fly over to the target's square
is in the cloud and for 1d4+1 under
Living its own power and
rounds after he or she leaves the detonate.Torpedo, Flying Pain-
cloud. (Roll separately for each Gas Bomb
If the target moves while it is in
nauseated character.) Those who Size:
flight,Tiny (+4change
it will bonus course
to conceal
to the
succeed at their saves but remain in with
target'sa “sleight-of-
new location.hand” roll)
Nonetheless,
the cloud must continue to save Cost:
it isn’t525smartUnits
or self-motivated
each round. The cloud lasts for 1d4 Tentative
enough toPurchasequalify asDC: 16 (Often
a Construct.
rounds. A strong wind disperses it Unavailable) Required Proficiency:
It’s merely a weapon.
in 1 round. Simple Handed: Requires 1 hand to
Description: A warty gray lump with use Range Increment: 80 feet “To
algae growing on it. When you peel Hit” Bonus: -Rate of Fire: Once per
a slippery membrane off the front round Damage: 5d6 nonlethal
(this counts as readying the damage to everyone in a 10 foot
weapon) it exposes the creature's radius. A Fortitude Saving Throw
yellowed eye and folded-up vs. DC 20 halves the damage.
membranous wings. It will puff itself Anyone who takes Nonlethal
full of air through its breathing hole Damage from the gas must make a
and fly at whatever target you Willpower Saving Throw vs. DC 20
designate, bursting in a cloud of or be Stunned (as per the Monk
foul green vapor. special attack), and unable to take
The weapon has only the simplest any action for one round. Wearing
possible nervous system and a gas mask gives you a +2 to your
metabolism. It is effectively a tool, saving throws. Wearing a sealed
rather than a Construct and isn't environment suit negates the
vulnerable to mental attacks or damage completely.
illusions.
Living It is born with
Torpedo, just enough
Flying Weight: 1 pound Armor Class: 14
stored energy to do its job. Once it Hardness: 0 Hit Points: 1
Sleep-Gas
is armed, it will Bomb
live for 18 hours if it DC required to break this item with
Size: Tiny (+4
isn't used first.bonus to conceal with a Strength Roll: 15 (but it explodes
a “sleight-of- hand” roll) if it is broken)
Cost: 490 Units Accessories: Antidote Capsule
Tentative Purchase DC: 15 (Often (1/20th lb, costs 150 Units, holds 2
Unavailable) Required Proficiency: doses, negates effect of gas in 1
Simple Handed: Requires 1 hand to round) Description: A scaly, warty,
use Range Increment: 80 feet “To sagging lump, with loose pink skin
Hit” Bonus: -Rate of Fire: Once per hanging off it in smelly folds. To
round Damage: Special, see arm the weapon, you peel a wet
description Weight: 1 pound Armor strip of skin loose like a pull- tab.
Class: 15 Hardness: 0 Hit Points: 2 This removes a cap of skin on the
DC required to break this item with front end and reveals its eyes.
a Strength Roll: 15 (but it explodes Under the cap its flesh is red and
if it is broken) wet, with five oddly human eyes
Special: Everyone in a 15 foot radius blinking up at you. Once it has
must make a been armed, it extends a pair of
membranous wings and waits to be
directed at the target.
The bomb is born with just 32
enough stored energy to fly to the
target and explode. It has no
digestive system and only the most
rudimentary brain. If it is left
dormant the creature will live for
Other Self-Actuated Living Weapons
Flying Bio-Injection Delivery The Death-Head Scarab
System Size: Tiny (+4 bonus to conceal
Size: Fine (+12 bonus to conceal with a “sleight of hand” roll)
with a “sleight of hand” roll) Cost: 550 Units
Cost: 750 Units for a pack of 6. Tentative Purchase DC: 16 (Often
Rarely sold singly. Tentative Unavailable) Required Proficiency:
Purchase DC: 17 for a pack of 6 Simple Handed: Requires 1 hand to
(Often unavailable, usually illegal) activate, functions independently
Required Proficiency: after that.
Simple Handed: Range Increment: -“To Hit” Bonus: -
Requires 1 hand to Rate of Fire: Once per round
use Range Damage: See description Weight:
Increment: -“To Hit” Effectively none Armor Class: See
Bonus: -Magazine: 6 description Hardness: 0
Rate of Fire: Once per round Hit Points: See description
Damage: 1d6 (poison) per round for DC required to break this item with
3 rounds. A a Strength
Fortitude Saving Throw vs. DC 20 Roll: N/A
halves the damage Special: This weapon is capable of
Weight: 1/10 pound independent action. Treat it as a
Armor Class: 20 Diminutive Construct with an AC of
Hardness: 0 18, 10 hit points and an Attack
Hit Points: 1 Bonus of +5. It is immune to Fear,
DC required to break this item Emotion Control and Illusions but
with a Strength Roll: N/A not Sleep, Paralysis or mental
Accessories: Antidote Capsule domination. It makes Willpower
(1/20th lb, costs 150 Units, holds 1 Saving Throws at a +3 bonus. It can
dose, negates effect of toxin in 1 move 30 feet per round under its
round- -this is an example, there own power and effectively has a
may be other antidotes for other Stealth Skill of +6. It does draw
toxic substances that the device attacks of opportunity when it
might inject, with prices and attacks. If it hits, it does 1d3 on the
characteristics of their own) first round. Once it has scored a
Description: A winged insect, about successful hit, it burrows into into
the size of a very large mosquito. It the victim's flesh and wriggles its
has a long stinger at one end, way toward their vital organs,
which it will use to inject a dose of doing 1d4 damage per round for
a powerful neurotoxin. It then flies six rounds unless someone makes a
back to its handler to rest. Treat it medical skill roll vs. DC 20 and
as a Fine Construct with an AC of fishes it out. Removing the creature
20, 1 hit point and an Attack Bonus does an additional 1 d4 points of
of +4. It is immune to fear, damage, regardless of the
illusions, emotion control, sleep, surgeon's skill.
paralysis and mental domination. It Description: A large black beetle,
moves at 60 feet per round. In whose shiny carapace bears a
twenty-four hours, it can generate distinctive "death's-head" pattern
a new dose of poison. in white. It has powerful hind legs
The creature lives on sugar water and can leap as well as it can crawl.
and sleeps in a tiny spherical nest. Standing on top of a chair is no
It is mildly telepathic and responds sure defense against it.
to mental commands from Point it at the target, lightly
whoever hatched it However its Hunter-Killer
squeeze a special place on its belly
user can't see through its eyes or and
Size:itDiminutive
will pursue(+8 thatbonus
one target
to
receive mental signals from it-the relentlessly
conceal with(ifa the target
“sleight ofisn't
hand”
contact only goes one way. physically
roll) in sight, you can have it
There are a number of different home525
Cost: in on their scent, instead).
Units
models of flying bio-weapon You cannot
Tentative tell it toDC:
Purchase change targets
16 (Often
delivery system, each with its own once it has been set loose. The
Unavailable)
lethal payload. Use these stats as a thing's nervous system is
kind of standard template and load considerably simpler than an actual33
the little fellows with whatever foul insect. It has virtually no behaviors
substance you like. Many of them apart from its attack strategies and
carry lethal diseases instead of spends most of its time curled up
poison. and dormant. If it is fed once a
month, it will live for about ten
Required Proficiency: Simple Roll: N/A
Handed: Requires no hands, Special: This weapon is capable of
functions independently. Range independent action. Treat it as a
Increment: -“To Hit” Bonus: -- Construct with an AC of 17, 10 hit
Magazine: 10 doses of poison (it points and an Attack Bonus of +6.
can regenerate one dose per hour It is immune to Fear, Emotion
of rest) Control, Illusions but not Sleep,
Rate of Fire: Once per round Paralysis or mental domination. It
Damage: If hit, the target must makes Willpower Saving Throws at
make a Fortitude a +4 bonus. It can move 30 feet
Saving Throw vs. DC 20 or take per round under its own power
4d10 damage from and effectively has a Stealth Skill of
Poison +7. It does not draw attacks of
Weight: 1 pound opportunity when it attacks
Armor Class: See description Description: A vicious-looking
Hardness: 0 arthropod, a little like a large, hairy
Hit Points: See description scorpion without claws. A heavy
DC required to break this item with stinger curls ominously over its
a Strength squat little body. Its sides pant in
Roll: N/A and out like an eager little dog.
Special: This weapon is capable of This weapon is telepathic and
independent action. Treat it as a remains in constant contact with
Construct with an AC of 18, 7 hit the mind of its user. You can order
points and an Attack Bonus of +5. it to change targets or withdraw.
It is immune to Fear, Emotion You can see through its eyes if you
Control, Illusions but not Sleep, concentrate (it's deaf, but has
Paralysis or mental domination. It exceptional
Monster-in-a vision
Canten for an
makes Willpower Saving Throws arthropod). It holds doses
Size: Small (No bonus or penalty to of
at a +2 bonus. It can move 30 feet poison
conceal within its stingerof hand”
a “sleight and can
per round under its own power regrow
roll) a dose in about six hours.
and effectively has a Stealth Skill Unlike
Cost: 625most
Units"living weapons" it
of +6. It does not draw attacks of is playful Purchase
Tentative and active and(Often
DC: 16 likes
opportunity when it attacks attention. It makes a sort
Unavailable) Required Proficiency: of
Accessories: Portable Terrarium trilling sound when
Simple Handed: you 1scratch
Requires hand to
Carrying Case (Weighs 1 pound, its
usestubbly bristles. It 10
Range Increment: eats meat,
feet (if
costs 100 Units) and will live for about ten years if
thrown)
Description: An evil looking treated
“To Hit” well.
Bonus: -Rate of Fire: Up to
centipede-like creature, with eyes six times per round, but only vs.
and stingers at both ends. It is an separate opponents.
indiscriminate weapon When Damage: See description
released, it will go sting the Weight: The seed-pod weighs 2
closest living thing (apart from its pounds. The thing that emerges
handler) and then move on to the from it quickly grows to weigh
next one, stinging
Telepathic Hunter-Killerand stinging about 200 pounds. When it has
until
Size: either
Diminutive it is
(+8 killed or the finished gorging itself, it will weigh
handler
conceal recalls
with a it. bonus
“sleight
to
Itof hand”
can be 450.
summoned
roll) back into its carrying Armor Class: 9 Hardness: 0 Hit
case
Cost: with
650 aUnits
high, trilling whistle. Points: 4
This
Tentative creature
Purchase is smarter 16and
DC: "living
(Often DC required to break this item with
more active
Unavailable) than
Requiredmost Proficiency: a Strength Roll: N/A
weapons"
Simple and can
Handed: recognize
Requires no its Special: The Hardness, Hit Points
handler's
hands, smell.
functions If it becomes
independently and AC listed above apply to the
separated
Range from its
Increment: handler
-“To Hit” itBonus:
will seed-pod itself, not to the creature
do its
-Magazine:best to find
10anddoses them. It eats
of poison (it which emerges from it. Treat the
only
can live prey
regenerate one needs
dose to
per besix
fed creature as a Medium-sized Plant
daily.
hours Itoflives
rest)forconditions.
about two years Monster with an AC of 18, 20 hit
under optimal
Rate of Fire: Once per round points, 3 points of Damage
Damage: The target must make a Resistance (not effective vs. fire)
Fortitude Saving and an Attack Bonus of +5. It is
Throw vs. DC 20 or take 5d8 rooted to the ground and does not
damage from Poison move under its own power, but has
Weight: 1 pound ten feet of Reach in all directions.
Armor Class: See description It does 2d6+5 Slashing Damage
Hardness: 0 and can attack up to six separate
Hit Points: See description opponents in any direction at no
DC required to break this item with penalty (it can’t attack a single34
a Strength target multiple times in one
round). Description: It looks like a
sort of seed-pod, but when you
throw it at the target it opens up
into a gruesome carnivorous plant-
details about its capabilities. It Tentative Purchase DC: 17 (Often
will attack anything that gets Unavailable) Required Proficiency:
within its range and has no way Simple Handed: Requires 1 hand to
of telling friend from foe. After use Range Increment: -“To Hit”
the thing has killed and eaten Bonus: -Rate of Fire: Once per
five Medium or two Large round Damage: See description
creatures, it will settle down and Weight: -Armor Class: 13 (but see
become quiescent. From that description)
point on it is harmless and Hardness: N/A Hit Points: 20
incapable
Amorphous of protecting
Horror itself.
in a Can It DC required to break this item with
will
Size: produce
Small beautiful flowers
(No bonus or penalty to a Strength Roll: N/A
every
conceal spring.
with a “sleight of hand” Description: This weapon is
roll) capable of independent action.
Cost: 650 Units Treat it as a Huge Construct in
Tentative Purchase DC: 16 (Often Gasseous Form AC 13, 20 HP,
Unavailable) Required Proficiency: damage reduction 20/+3, immune
Simple Handed: Requires 1 hand to poison and critical hits.
to use Range Increment: 10 feet (if The cloud is immune to Fear,
thrown) Emotion Control and Illusions but
“To Hit” Bonus: -Rate of Fire: Once not Sleep or mental domination. If
per round Damage: See it is put to sleep, rendered
description Weight: 5 pounds unconcious or otherwise
(after the thing has fed, it can incapacitated it sits still in one
weigh up to 20) place. Anyone passing through the
Armor incapacitated cloud still risks
Class: 9 infection.
Hardness: The cloud moves by flying
0 Hit (speed 10, maneuverability
Points: 3 perfect). It can pass through small
DC required to break this item with holes or narrow openings, even
a Strength Roll: N/A tiny cracks that a size Fine creature
Special: The Hardness, Hit Points would be unable to fit through. It
and AC listed above apply to the cannot move forward in the face of
fleshpod itself, not to the creature winds faster than five miles per
which emerges from it. Treat it as a hour. If it encounters winds faster
Large Construct with an AC of 18, than ten miles per hour, it will be
40 hit points, 10 points of blown in whichever direction the
Hardness and an Attack Bonus of wind is blowing. It cannot go
+Slam +5. It is immune to Fear, underwater.
Emotion Control, Illusions but not The cloud attacks by moving
Sleep, Paralysis or mental over an area (it is ten feet in
domination. It makes Willpower diameter), and subjecting everyone
Saving Throws at a +2 bonus. It inside it to a Fortitude Saving
can move 20 feet per round under Throw vs. DC 18. If they fail the roll,
its own power and effectively has a they
Living have become
Toxic Cloud infected with a
Stealth Skill of +3. It does not draw noxious
Size: Hugedisease and lose
(Impossible to 1conceal)
point of
attacks of opportunity when it Strength
Cost: 675 1,every
Units day until they hit
attacks. The creature makes a Slam Strength
Tentative become
Purchase bedridden
DC: 17points and
(Often of
attack for 2d4+3 damage. If it hits, then begin
Unavailable) to lose
Required Proficiency:
it will then constrict the target for Constitution
Simple Handed: at the
Requires same
1 hand rate.
to
2d4+3 and 1d4 acid damage each When
use they
Range hit zero
Increment: Constitution,
-“To Hit”
they
Bonus: die.
-Rate
round, without having to make any
further rolls to hit. At the
round DM'sofdiscretion,
Damage:
Fire: Oncemodern
3d6 Poison
per
(see
Description: A veinous green and medicine
description mayfor have
more a details)
cure for the
red pod, warm to the touch, which disease.
Weight: Multiple
N/A exposures don't
writhes in your grasp the first time increase
Armor the severity
Class: See of the disease,
description
they just
Hardness: give the target more
you pick it up. It is filled with a
psychosentitive gelatinous ooze, a chances
Hit Points: toN/A
catch
See it.
description
little like a huge telepathic DC required to break this item with
Contaminated
amoeba. When you throw Living Fog
it at an a Strength
Cloud it bursts open in midair,
enemy, Roll: N/A
releasing
Size: Hugethe slimy abomination
(Impossible to conceal) Special: This weapon is capable of
inside.
Cost: 680 TheUnits
thing can read your independent
thoughts and will attack whoever
you want it to. It actively scans
your mind, so you don't have to 35
concentrate on giving it mental
orders, and are free to act
independently.
If you are incapacitated or
somehow physically separated
action. Treat it as a large Construct 3d6 poison damage.
in Gasseous Form AC 13, 20 HP, Description: A gaseous entity,
damage reduction 20/+3, immune which is attuned to the thoughts of
to poison and critical hits. its handler. It cannot see, hear or
The cloud is immune to Fear, even feel things, but it has a
Emotion Control, Illusions but not clairvoyant sense which serves
Sleep, Paralysis or mental much the same role. For game
domination. It makes Willpower purposes, assume that it is aware
Saving Throws at a +1 bonus. of everything that is happening
It moves by flying (speed 10, around it in a 360 degree radius (it
maneuverability perfect). It can can perceive both Ethereal and
pass through small holes or narrow Invisible targets).
openings, even tiny cracks that a To tame this basically mindless
size Fine creature would be unable entity, it is necessary to make a
to fit through. It cannot move Willpower Saving Throw vs. DC 20.
forward in the face of winds faster If you fail, it attacks you instead of
than five miles per hour. If it becoming your ally. You cannot try
encounters winds faster than ten to take it away from someone it is
miles per hour, it will be blown already attuned to.
helplessly away in whichever The creature can read your mind
direction the wind is blowing. It and follow simple instructions ("go

Miscellaneous Organic Weapons
cannot enter water or other liquid. here", "turn left," "chase that
It attacks by moving over an area thing") but the communication
(it is ten feet in diameter). Anyone goes only one way. You can't see
caught so
Things inside
weirdit must make
and icky thata even we couldn’t
through
thinkit's
of a"eyes", nortocan
category it alert
fit them
Fortitude
in. They’reSaving Throw
all yours, vs. want
if you DC 18them. Enjoy!youButtomake
danger.
sure to check your
every for
hand round
openorcuts
takebefore you stick it in this grab-bag...

Contamination Wad they are in such discomfort that
Size: Small (No bonus or penalty to they cannot recover lost fatigue (or
conceal with a “sleight of hand” psi points) through sleep, and
roll) make all skill and attack rolls at a -
Cost: 410 Units 2 penalty.
Tentative Purchase DC: 15 (Often Anyone who spends more than a
Unavailable) Required Proficiency: minute within 5 feet of the victim
Simple Handed: Requires 1 hand to must make a Fortitude Saving
use Range Increment: Usually a Throw vs. DC 15 or contract the
hand weapon, it can also be disease themselves.
thrown at a Range Increment of 10 The wad’s user becomes immune
ft “To Hit” Bonus: -Magazine: 10 to the disease after keeping the
Rate of Fire: As many times as the wad on their person for
wielder has attacks approximately a week. An injection
Damage: See description Weight: 3 of the user'sWad
Tentacle blood may well be
pounds Armor Class: 9 Hardness: 0 enough to cure
Size: Small the target
(No bonus of the to
or penalty
Hit Points: 2 disease
conceal with a “sleight of hand” at
Re-roll the Saving Throw
DC required to break this item with a +2 bonus (and hope the blood
roll)
a Strength Roll: 10 (goes off if won’t kill them
Cost: 465 Units for some other
broken) reason) Purchase DC: 15 (Often
Tentative
Accessories: Antidote Capsule Unavailable) Required Proficiency:
(1/20th lb, costs 150 Units, holds 2 Simple Handed: Requires 1 hand to
doses, negates the effect of the use Range Increment: 10 ft if
disease in 2d12 hours) thrown “To Hit” Bonus: -Rate of
Description: A fist-sized chunk of Fire: As many times as the wielder
mucus-covered flesh. One part of has attacks, but each pod can only
its underbelly is clean and dry--this be used once. Damage: Special, see
is the only place that it is safe to description Weight: 2 pounds
hold the wad. Armor Class: 9 when inactive, 12
Anyone who touches its slimy when open and in use.
surface must make a Fortitude Hardness: 0 Hit Points: 10
Saving Throw or contract a DC required to break this item with
vicious skin disease which covers a Strength Roll: 10 (goes off
their body in weeping red hives. uncontrolled if broken)
The target must make a Fortitude Description: An innocuous-looking
Saving Throw vs. DC 15 or lose one vegetable pod.
point of Constitution and one of
Charisma per day until they are 36
cured by advanced medicine or
reach 0 Constitution and die.
After their Constitution has been
reduced by half,
When it is flung at a target, it attacks
opens up into a huge wad of Damage: Special, see
tentacles. These tendrils are very description Weight: 3
strong, but totally mindless. They pounds Armor Class: 14
just grab anything in a five- foot Hardness: 0 Hit Points: 25
radius and squeeze. Anyone DC required to break this item
inside this area of effect must with a Strength Roll: 20
make a Reflexes Saving Throw vs. Description: A veinous fleshy wad.
DC15 or be seized by the wad. When flung at a target it expands
The tentacles do 1d3 and swallows the target up. Make
bludgeoning damage per round, a Ranged Touch attack, ignoring
for 6 rounds, unless the Target armor. If you score a hit, the
somehow fights their way free. An Engulfer swallows the target.
entangled character suffers a -2 The engulfed character suffers a
penalty on all attacks, has their -8 penalty on all attacks, has their
Dexterity effectively reduced by 4 Dexterity effectively reduced by 4,
and has their movement halved. To and moves at half speed. To free
free themselves, they must take a themselves, they must take a full
full action and make either an action and make either an Escape
Escape Artist roll vs. DC 20 or force Artist or a Strength check vs. DC
their way free by making a Strength 20. If they break loose by making
check vs. DC 20. the Strength Check, it
permanently ruptures and ruins
Arc- the bio-engulfer.
Eel This weapon cannot recognize
Cost: 90 and will refuse to attack targets
Units larger than “Large” in size. If hurled
Size: Small (No bonus or penalty at a target that is “Huge” or larger,
to conceal with a “sleight of Devourer
it will not engulf them, and instead
hand” roll) will fall
Size: harmlessly
Small (No bonusto the ground in
or penalty
Tentative Purchase DC: 9 (Often one of the with
to conceal adjacent squares
a “sleight (roll at
of hand”
Unavailable) random). If it accidentally lands on
roll)
Required Proficiency: Simple another
Cost: 500 potential
Units target, it will
Handed: Requires 1 hand to use engulf them
Tentative instead.
Purchase DC: 15 (Often
Range Increment: 5 feet Unavailable) Required Proficiency:
“To Hit” Bonus: +2 vs. Metal Armor Simple Handed: Requires 1 hand
Only to use Range Increment: 10 feet
Magazine: 10 “To Hit” Bonus: -Rate of Fire: As
Rate of Fire: Once many times as the wielder has
per round Damage: attacks
2d6 Electrical Damage: 1d4 per round--see
Weight: 5 pounds description
Armor Class: 16 Weight: 6 pounds
Hardness: 0 Hit Armor Class: 13
Points: 4 Hardness: 0
DC required to break this item Hit Points: 20
with a Strength Roll: N/A DC required to break this item
Description: A sluglike animal, with a Strength Roll: 20
with no visible sensory organs, Description: A black wad of flesh,
about a foot in length. A mottled, which when flung at the target
unclean gray in color, it always expands and swallows it up. Make
looks wet. a Ranged Touch attack, ignoring
This is a specially grown creature armor. If you score a hit, the
Bio-Engulfer
with a minimal central nervous Devourer has swallowed the
Size: Small
system. It is(No
bornbonus
with or
its penalty
entire
to conceal target. Its gastric juices will do 1d4
food supplywith a “sleight
already storedofin is fat damage per round until the target
hand” roll)
reserves, and it has no digestive
Cost: either dies or fights their way free
tract. MostUnits
325 of its body is filled with of the thing's maw.
Tentative
bioelectricPurchase DC: 14can
organs, which (Often
give
Unavailable) Required Proficiency: The engulfed character suffers a
out a powerful jolt of electricity, -8 penalty on all attacks, has their
Simple Handed:toRequires
strong enough arc across1 hand
the air
to Dexterity effectively reduced by 4,
to hit the target at range. feet
use Range Increment: 10
and of course cannot walk or run
“To Hit” Bonus:
Often carried -Rate of Fire:orAs
in a pocket
many times as thethewielder anywhere. To free themselves,
wrapped around user'shaswrist, they must take a full action and
the Arc Eel is actually quite safe (if make either an Escape Artist check
loathsome) to handle. You need to vs. DC 20 or a Strength check vs. 37
know exactly where to tweak it to DC 20. If they break loose by
make it go off. making the Strength Check, it
The Arc Eel lives for about six does 2d8 damage to the
months. Once it has exhausted its Devourer.
electric organs, it recharges itself at This weapon is confused by
it will not attack them, and will take its miniscule mind over, but
instead fall to the ground in one of you won't be able to persuade it
the adjacent squares (roll at of anything--it is so stupid that it’s
random). If it lands on another totally immune to illusions.
potential target, it devours them A Piranha Ball is vulnerable to
instead. disease, poison, protein disruption
Piranha Ball attacks and all the other hazards
Size: Tiny (+4 bonus to conceal that affect flesh. If it is fed its own
with a “sleight of hand” roll) weight in meat once a week, it will
Cost: 45 Units live for about sixty years. If starved,
Tentative Purchase DC: 7 (Often it lastsWubbly
The a month.
Unavailable) Required Proficiency: Size: Diminutive (+8 bonus to
Simple Handed: Requires 1 hand to conceal with a “sleight of hand”
use Range Increment: 10 feet (if roll)
thrown) Cost: 475 Units
“To Hit” Bonus: -Rate of Fire: As Tentative Purchase DC: 15 (often
many times as the wielder has unavailable) Required Proficiency:
attacks Simple Handed: Requires 1 hand
Damage: 1d6 Slashing (20 x2) per to use “To Hit” Bonus: -Magazine:
round. See Can only be used once Rate of
description for more details Fire: -Damage: Special--see
Weight: 1 pound description Weight: % of a pound
Armor Class: 15 Armor Class: 18 Hardness: 0 Hit
Hardness: 0 Points: 1
Hit Points: 3 DC required to break this item
DC required to break this item with with a Strength Roll: 15
a Strength Roll: N/A Accessories: -Description: A cute,
Description: A round ball of furry little beast, like a ball of fluff
nubbly, warty flesh, about the size with two shiny eyes, a pair of
of a small orange. It has no visible comically large feet and no arms.
sensory apparatus, but there is a It emits a pleasing sound, specially
suggestive puckered fold-line line designed to hypnotize human
across one side, like some sort of beings.
closed orifice. Any human within a 30 foot
When you fling the ball at a radius of the creature must make a
living target, the fold opens up Willpower Saving Throw vs. DC 20
into a mouth full of crooked or stand still, taking no action as
sharklike teeth. If you score a hit, they listen entranced to the little
the ball clamps on to the target beast’s purrs and trills. A
and begins to chew its way inside, hypnotized character is instantly
doing 1d6 damage per round. It released from the effect if they
takes a full round and a Strength take damage while under its
Roll vs. DC 15 to detach the influence (normal or nonlethal),
slobbering mouth. and if this happens the fascination
If the ball misses the target, it effect won't work on them again
will bounce back to its owner, for at least an hour.
moving at 20 feet per round. A The creature spends most of its
piranha ball will ignore a nonliving life cycle asleep, curled up inside a
target and if it is flung at one it will membrane, living off its fat reserves.
bounce off the target without It takes a Standard Action to strip
biting and hop back to its master. off its membrane and wake it up. It
If someone other than its owner has no digestive system and just
picks it up, it will try to bite them enough of a brain to stand upright
at a -2 penalty, but apart from this and purr. (it isn’t even a Construct
it can't be persuaded to attack in game terms—just a weird
anyone without being thrown at grenade that happens to be alive).
them. Nor will it recognize anyone If it isn’t used it will live for about
but its owner as an ally. three years.
Piranha balls are usually Once it has been activated, it will
purchased while they are still last for about a week.
inside their birthing sheaths. Once This may seem like a harmless,
removed from the sheath, the ball non-lethal weapon, but plenty of
bonds with the smell of the first people have died of thirst or let
person who handles it. It will try to their children drown in the tub
eat anyone else. while listening to the creature
A Piranha ball isn't even as in sweetly purr. 38
intelligent as an insect. It has no
thoughts or objectives apart from
feeding and getting back to its
master's warm touch. Accordingly,
it isn't vulnerable to mental
Futuristic Melee Weapons
Just because the future offers so many new ways to melt, fry, atomize and
blow enormous holes through your enemies at a distance doesn't mean that
melee weapons will die out. On the contrary, the future holds myriad
marvelous ways to chop, bash, mangle and carve your enemies as well!
The following section enumerates the rippers, slicers, manglers and maulers
of tomorrow, from simple weapons made of futuristic alloys that have
interesting new slashing and smashing properties, to the mighty fusion
swords that only mystic space-knights ever wield (chiefly because they're so
expensive). The keys to the toybox are yours. Go knock yourself out. Or
better yet, go knock someone else out. Or better still, kill them--and see you
do it reeeeal tasty-like.

Advanced Materials Weapons
Melee weapons made from strange new alloys, hyper-advanced
synthetic materials, or produced by futuristic manufacturing techniques
which make them more effective than the best present-day Masterwork
equivalents.
These weapons aren’t always lighter or more durable than their early 21st
century counterparts, but they’re all more efficient at cutting, piercing,
Tentative
bludgeoning or otherwise transmitting force into the Purchase
target. DC:
4 Required Proficiency:
Simple Handed:
Requires 1 hand to use
Range Increment: -“To
Hit” Bonus: +1
Advanced Alloy Blade Rate of Fire: As many times as the
Size: Small (No bonus or penalty to wielder has attacks
conceal with a “sleight of hand” Damage: 1d4+1 Slashing (19-20 x2)
roll) Weight: 1/2 pound Armor Class: 13
Cost: 20 Units Tentative Purchase Hardness: 15 Hit Points: 2
DC: 4 Required Proficiency: Simple DC required to break this item
Handed: Requires 1 hand to use with a Strength Roll: 14
Range Increment: -“To Hit” Bonus: Special: Anyone searching for this
+1 knife suffers a -4 penalty to their
Rate of Fire: As many times as the roll.
wielder has attacks Description: A tiny little knife, built
Damage: 1d6+1 Slashing (19-20 x2) into a belt buckle or a cigarette
Weight: 1 lighter or a fountain pen or some
pound other such harmless-looking
Armor object. Made from a super-
Class: 9 advanced alloy, it has superb
Hardness: strength and durability for a blade
15 Hit this size.
Advanced Alloy Sword
Points: 3 Size: Medium (-4 penalty to
DC required to break this item with conceal with a “sleight of hand”
a Strength Roll: 17 roll)
Accessories: Scabbard (costs 20 Cost: 150 Units Tentative Purchase
Units, weighs 1 pound) DC: 11 Required Proficiency:
Description: New advances in Martial-Melee Handed: Requires 1
metallurgy and blade design make hand to use Range Increment: -“To
it possible to produce edged Hit” Bonus: +1
weapons far more effective and Rate of Fire: As many times as the
durable than Alloy
Advanced anything we've seen
Holdout wielder has attacks
by the early Twenty-First Century.
Dagger
This one is an all purpose utility Damage: 1d8+1 Slashing (18-20 x2)
Size:
blade,Diminutive
about the (+8
sizebonus to
of a bayonet. Weight: 4 pounds
conceal with a “sleight of hand”
roll)
Cost: 20 Units
39
Armor Class: 7 Hardness: itself to the thrower's grip. This
15 Hit Points: 6 weapon is better weighted,
DC required to break this item with produces less drag, flies farther and
a Strength Roll: 20 holds an edge longer than any
Accessories: Scabbard (costs 30 throwing axe previously made.
Units, weighs 1 pound)
Description: The kind of sword a
starfaring civilization might
produce, after thousands of years
of refining the technique. Its
design combines millenia of
craftsmanship with all the secrets
of space-age metalurgical
technology.
Advanced Alloy Rapier
Size: Small (No bonus or penalty to
conceal with a “sleight of hand”
roll)
Cost: 200 Units Tentative Purchase
DC: 12 Required Proficiency: Hyperalloy Claws
Martial-Melee Handed: Requires 1 Size: Small (No bonus or penalty
hand to use Range Increment: -“To to conceal with a “sleight of hand”
Hit” Bonus: +1 roll)
Rate of Fire: As many times as the Cost: 150 Units Tentative Purchase
wielder has attacks DC: 11 Required Proficiency:
Damage: 1d6+1 Piercing (18-20 x2) Martial-Melee Handed: Requires 1
Weight: 3 pounds Armor Class: 7 or 2 hands to use (one set of claws
Hardness: 15 Hit Points: 5 per hand)
DC required to break this item with Range Increment: -“To Hit” Bonus:
a Strength Roll: 18 +1
Accessories: Scabbard (costs 30 Rate of Fire: As many times as the
Units, weighs 1 pound) wielder has attacks
Description: A rapier made with Damage: 1d6 Slashing (19-20 x2)
some hyper advanced alloy. It is a Weight: 1 pound Armor Class: 9
superb weapon, stronger, sharper Hardness: 15 Hit Points: 6
and more flexible than any such DC required to break this item
blade produced today. with a Strength Roll: 20
Description: A set of metal claws,
made from some futuristic alloy
which is sharper, harder and at the
Advanced Alloy Throwing same time more flexible than even
the best grades of modern steel.
Axe
Size: Small (No bonus or penalty to
conceal with a “sleight of hand”
roll)
Cost: 80 Units Tentative Purchase
DC: 9 Required Proficiency:
Martial-Melee Handed: Requires 1 Advanced Materials Punch
hand to use Range Increment: 10 Dagger
feet (if thrown) Size: Tiny (+4 bonus to conceal
“To Hit” Bonus: +1 with a “sleight of hand” roll)
Rate of Fire: As many times as the Cost: 20 Units Tentative Purchase
wielder has attacks DC: 4 Required Proficiency: Simple
Damage: 1d6+1 Slashing (20 x2) Handed: Requires 1 hand to use
Weight: 4 pounds Armor Class: 9 Range Increment: -“To Hit” Bonus:
Hardness: 15 Hit Points: 3 +1
DC required to break this item with Rate of Fire: As many times as the
a Strength Roll: 20 wielder has attacks
Description: Who says throwing Damage: 1d4 Piercing (20 x3)
axes are just for knuckle-dragging Weight: 2 pounds Armor Class: 9
barbarians? The ultimate version of
this ancient weapon, it is perfectly
balanced for throwing, with a soft
ergonomic handle that conforms
40
Hardness: 15 Hit Points: 6 Damage: 1d4 Slashing (19-20 x2)
DC required to break this item with Weight: 2 pounds Armor
a Strength Roll: 20 Class: 9 Hardness: 5 Hit
Description: A punch-dagger or Points: 2
"katar", made from super-advanced DC required to break this item with
materials. Punch daggers use the a Strength Roll: 19
full force of the wielder's arm, and Description: A bull-whip, made
this one is made from a heavy, from advanced polymer materials.
ultra-hard alloy which further It is far more powerful than a
magnifies the effect. It is stronger, regular leather bullwhip and does
has more momentum and holds an normal damage rather than
edge better than any punch dagger Nonlethal damage. A whip can be
made out of steel. It is also nearly used to make trip attacks and if
immune to corrosion--you could the attacker accidentally trips
immerse it in salt water for a week themselves they can avoid the
and it would never
Advanced show aRibbon
Materials single effects by dropping the weapon. A
spot
Size: of rust.when extended (-8
Large whip grants a +2 on any attempt
penalty to conceal with a “sleight of to Disarm a Materials
Advanced foe with an Pick
opposed
hand” roll), Tiny when rolled up and Attack Roll.
Size: Large (-8 penalty to conceal
concealed (+4 bonus to conceal with a “sleight of hand” roll)
with a “sleight of hand” roll) Cost: 80 Units Tentative Purchase
Cost: 175 Units DC: 9 Required Proficiency:
Tentative Purchase DC: 12 Martial-Melee Handed: Requires 2
Required Proficiency: Simple hands to use Range Increment: --
Handed: Requires 1 hand to use “To Hit” Bonus: +1
Range Increment: This weapon has Rate of Fire: As many times as the
15 feet of Reach, wielder has attacks
with no penalty to attack targets at Damage: 1d6+1 Piercing (20 x4)
close range Weight: 5 pounds Armor Class: 5
“To Hit” Bonus: +1 Hardness: 15 Hit Points: 28
Rate of Fire: As many times as the DC required to break this item with
wielder has attacks a Strength Roll: 20
Damage: 1d6 Slashing (18-20 x2) Description: A military pick, made
Weight: 1 pound Armor Class: 9 from tungsten or titanium or some
Hardness: 7 Hit Points: 3 other such space-age alloy. The
DC required to break this item with head is filled with a heavy liquid
a Strength Roll: 20 like mercury or bromine, further
Description: A strange weapon enhancing the impact the pick
resembling nothing so much as a delivers.
fiftteen-foot metal tape measure.
Made from some weird futuristic
metal, it is both incredibly flexible
and razor-sharp. In the hands of an Small Advanced Materials
expert, it presents a beautiful,
terrifying spectacle as it whirls, Pick
loops and lashes. The ribbon can be Size: Large (-8 penalty to conceal
used to make trip attacks and if the with a “sleight of hand” roll)
attacker accidentally trips Cost: 40 Units Tentative Purchase
themselves they can avoid the DC: 6 Required Proficiency: Simple
effects by dropping the weapon. It Handed: Requires 2 hands to use
grants
Advanced a +2 on any attempt
Materials Whipto Range Increment: -“To Hit” Bonus:
Disarm a foe with an opposed +1
Size: Medium (-4 penalty to conceal Rate of Fire: As many times as the
Attack Roll. It isofalso
with a “sleight oneroll)
hand” of the few
weapons with Reach that can just as wielder has attacks
Cost: 50 Units Tentative Purchase Damage: 1d4 Piercing (20 x3)
easily
DC: 7 attack targets at close range. Weight: 3 pounds Armor Class: 9
Required Proficiency: Exotic Hardness: 15 Hit Points: 12
Weapons-Ranged (also works with DC required to break this item with
any other Whip) a Strength Roll: 19
Handed: Requires 1 hand to use Description: A small, one-handed
Range Increment: Has 15 feet of military pick, made out of some
Reach “To Hit” Bonus: +1 super-advanced allow. It looks a
Rate of Fire: As many times as the lot like a
wielder has attacks

41
a foeaswith
small rock-climbing tool and is sometimes sold one.an opposed Attack Roll.
The feat "Weapon Finesse" will
allow you to use your Dexterity
Hook and Chain, Hyperalloy Bonus instead of your Strength
Size: Large (-8 penalty to conceal Bonus with this weapon.
with a “sleight of hand” roll)
Cost: 200 Units Tentative Purchase Advanced Materials Scythe
DC: 12 Size: Large (-8 penalty to conceal
Required Proficiency: Exotic with a “sleight of hand” roll)
Weapons-Ranged (also works with Cost: 180 Units Tentative Purchase
any other Hook and Chain Weapon) DC: 12 Required Proficiency:
Handed: Requires 2 hands to use Martial-Melee Handed: Requires 2
Range Increment: Has 15 feet of hands to use Range Increment: -“To
Reach, with no penalty to attack Hit” Bonus: +1
targets at close range “To Hit” Rate of Fire: As many times as the
Bonus: +1 wielder has attacks
Rate of Fire: As many times as the Damage: 2d4+1 Piercing or
wielder has attacks Slashing (20 x4)
Damage: 1d6 Piercing (20 x2) Weight: 11 pounds Armor Class: 5
Weight: 12 pounds Armor Class: 7 Hardness: 15 Hit Points: 12
Hardness: 10 Hit Points: 5 DC required to break this item with
DC required to break this item with a Strength Roll: 20
a Strength Roll: 21 Description: Perhaps some societies
Description: Resembles a small never really develop the sword as
grappling hook and indeed can be we know it and instead use
used as one. It has a reach of 15 something like a scythe. This is what
feet, but unlike most weapons a scythe-weapon made with
with reach it can also attack advanced metallurgical technology
targets that are right next to it. might look like. The blade is
A cruel weapon, it works by stronger, more flexible and holds an
sinking the hook into an opponent edge better than a conventional
and then yanking on it. The user steel tool. It is also immune to rust
can drag a hooked victim toward (but not to the rust-like effects of
them at a rate of 5 feet per round if metal-eating viruses). This one is
they beat them at a Strength made specifically for combat, but it
contest. This does an additional 1d4 is also superb for reaping wheat.
damage.
A Hook and Chain can be used to
Yo-Yo Weapons
make trip attacks and if the attacker
accidentally trips themselves they
can avoid the effects by dropping
A
thevariation
weapon. on throwing
A Hook weapons, yo-yo's allow you to both throw the
and Chain
weapon a short
grants a +2 distance
on any attemptand
to then have it come back to you, without any
antigravity
Disarm generators or built in homing devices (I can't believe I said that
with a straight face!)
Combat yo-yos are rarely seen outside of anime. While some people say that
this is because they are extremely silly, I wanted to make them available to
the rest of you. Here's a range of different yo-yos with different effects.
Combat Yo-Yo Weight: 1
Size: Tiny (+4 bonus to conceal pound
with a “sleight of hand” roll) Armor
Cost: 20 Units Class: 9
Tentative Purchase DC: 4 (Often Hardness:
Unavailable) Required 5 Hit
Proficiency: Exotic Weapons- Points: 2
Melee (Works with any Yo-Yo DC required to break this item with
Weapon) a Strength Roll: 14
Handed: Requires 1 hand to use Description: A heavy metallic yo-yo
Range Increment: Has 10 feet with a long string made from some
of reach “To Hit” Bonus: -Rate super-strong lightweight polymer.
of Fire: As many times as the This yo-yo is actually heavy and
wielder has attacks durable enough that in the hands
Damage: 1d6 Bludgeoning (20 of an expert it can be used as a
x2) weapon. Why you would want to
devote years of your life to learning42
how to hurt people with a yo-yo is
unclear, but if that's what you'd
prefer to do with your
time, this is the right tool for the “To Hit” Bonus: -Rate of Fire: As
job. many times as the user has attacks
Anyone with the Feat “Yo-Yo (but the special "exploding foam"
Tricks” can make a Dexterity check attack can only be used once)
vs. DC 15 to hit the target from the Damage: 1d6 Bludgeoning (20/x2).
side or even from behind while still Can also be used
facing them. This confers all the to make a special one-use only
usual bonuses for hitting a target attack--See description
from the flank or behind. Weight: 1 pound
In addition to bonking people Armor Class: 9
on the head, a Combat Yo-Yo can Hardness: 5
be used to entangle your Hit Points: 2
opponent (this doesn't require the DC required to break this item
“Yo-Yo” tricks feat—just the with a Strength Roll: 14
weapon proficiency) Count this as Accessories: -Description: This yo-
a ranged Grapple Attack which yo weapon can be used to attack a
Exploding
doesn't exposeYo-Yo
you to any Attacks single target like a standard
of Opportunity.
Size: Tiny (+4 bonusIt cantoalso be used
conceal combat yo-yo (if there is such a
to
with make Trip Attacks.
a “sleight-of- Youroll)
hand” can't use thing as a “standard” combat yo-
it to make
Cost: attacks at the same time
50 Units yo).
as you havePurchase
Tentative someone grappled
DC: 7 in As with most other yo-yo
it.
(Often Unavailable) Required weapons, someone with the feat
Proficiency: Exotic Weapons- “Yo-Yo Tricks” can use it to attack
Melee (Works with any Yo-Yo from an opponent's side or rear,
Weapon) even while facing them. However,
Handed: Requires 1 hand to use whenever its user tires of this
Range Increment: Has 10 feet of game, they can make it explode
reach “To Hit” Bonus: -Rate of Fire: into a mass of quick-hardening
As many times as the user has immobilizer foam.
attacks (but of course it can only The foam effectively attacks
explode once) everything in a ten- foot square.
Damage: 1d6 Bludgeoning (20 x2) To evade it, everyone in the target
Weight: 1 pound Armor Class: 9 square must make a Reflexes
Hardness: 5 Hit Points: 2 Saving Throw vs. DC 18, and spend
DC required to break this item their next Movement to leave the
with a Strength Roll: 14 affected square. Anyone who fails
Description: A yo-yo weapon with the roll or who can't move out of
a little something extra. It can be the square is caught in the foam,
used to make bludgeoning attacks suffers a -2 penalty on all attacks,
at range, to make trip attacks and moves at half their normal rate
to make ranged Grapple Attacks and has their Yo-Yo
Razorwire Dexterity effectively
that don't expose the user to reduced
Size: Tinyby 4 until
(+4 bonusreleased.
to concealThey
Attacks of Opportunity (See the must
with aimmediately
“sleight-of- make
hand”another
roll)
Players' Handbook, page 137). Reflexes Saving Throw (DC 15) or
Cost: 60 Units
Anyone with the Feat “Yo-Yo they are completely
Tentative Purchasemired DC:in the8
Tricks” can make a Dexterity check foam, unable to move at
(Often Unavailable) Required all.
vs. DC 15 to hit the target from the To free themselves,
Proficiency: they must
Exotic Weapons-
side or even from behind while make
Meleea (Works
Strengthwith
checkanyvs.Yo-Yo
DC 27,
facing them, with all the usual or do at least 17 points of damage
Weapon)
bonuses for hitting a target from to the foam
Handed: (this applies
Requires 1 handwhether
to use
the flank or behind. you are completely
Range Increment: Has stuck
10 in
feetthe
of
It can also be set to explode, foam, or just
reach “To Hit”hindered by it).ofYou
Bonus: -Rate Fire:
doing 4d6 damage to the target automatically
As many timeshit asthe
thefoam if you
wielder has
and 1d4 to anything else within a attack it.
attacks
five-foot radius (a Reflexes Saving Damage: 1d6 Bludgeoning (20 x2)
Exploding
Throw vs. DC Immobilizer
15 will reduce the or 1d8 Slashing (18-20 x3)
Foam
area-effectYo-Yodamage by half). To hit Weight: 1 pound Armor Class: 9
the
Size:target withbonus
Tiny (+4 the yo-yo as it
to conceal Hardness: 5 Hit Points: 2
explodes,
with makeofeither
a “sleight hand”a roll)
ranged DC required to break this item
touch
Cost: 60 attack
UnitsorTentative
grapple them
Purchasewith with a Strength Roll: 16
the string.
DC: 8 You can set the Description: A yo-yo with a string
explosive Proficiency:
Required off whenever you prefer.
Exotic made from ultra- fine, ultra-sharp
Weapons--Melee (also works with wire. It's not quite as thin as
any other Yo-Yo weapon)
Handed: Requires 1 hand to use
43
monofilament wire, but is still a Tentative Purchase DC: 9 (Often
great deal stronger than steel Unavailable) Required
and a great deal sharper than a Proficiency: Exotic Weapons-
surgical scalpel. Melee (Works with any Yo-Yo
If you have the weapon Weapon)
proficiency, you can entangle Handed: Requires 1 hand
opponents with the string, making to use Range Increment:
a ranged Grapple Attack (See the Has 10 feet of reach “To
Players' Handbook, page 137) Hit” Bonus: -Magazine: 65
without incurring any attacks of Rate of Fire: As many times as
opportunity. It's no fun being the wielder has attacks
entangled in that wire. If you Damage: 1d8 Slashing (18-20 x3)
succeed at grappling them with the Weight: 1
string, the target will take 1 d4 pound
damage each round until they free Armor
themselves. If you have an Class: 9
opponent entangled, you can't use Hardness:
the yo-yo for anything else until 5 Hit
you free them or they free Points: 2
themselves. DC required to break this item with
Anyone with the Feat “Yo-Yo a Strength Roll: 14
Tricks” can make a Dexterity check Accessories: Miniature Energy Cell
vs. DC 15 to hit the target from the (1/20pound, costs 30 units)
side or even from behind while Description: A yo-yo with a
facing them. Only the bludgeoning spinning buzzsaw blade built in.
attack can be used this way. If you The string is made of a super-
are instead trying to slash your high-strength polymer and almost
opponent with the string, it must impossible to break. You can hang
be done head-on. by it if you like.
The blade pops out only when
you exert exactly the right
pressure, so that it doesn't fly back
and hit you.
A skilled user can precisely control
when to extend the blade.
Like all yo-yo weapons, this one
can be used to entangle an
opponent, performing what is in
effect a Grapple Attack at range
(See the Players' Handbook, page
Buzzsaw Bladed Yo-Yo 137). This does not expose you to
Size: Tiny (+4 bonus to conceal attacks of opportunity. You can't
with a “sleight-of- hand” roll) use the buzzsaw blade while you
Cost: 75 Units have someone grappled with the
string.
This weapon also allows you to
Hyperice Weapons make trip attacks.
If you are tripped yourself in the
course of making the attack, you
New advances in refrigeration make it possible can todrop
makethe yo-yobladed
effective (this takes
weapons out of super-hard ice. A hyperice bladeeffectively
generally
no time)
comes to with
avoidthe
falling
refrigeration gear built into its handle. A blade-shaped
down. mold to slip over the
end and fill with distilled water comes with theIf weapon,
you haveatthe noFeat
additional
“Yo-Yo
charge. Once the mold is in place (call this aTricks”
Standardin addition
Action) ittotakes
the Weapon
only a
fraction of a second to freeze the blade. Proficiency, you can make a
Dexterity check vs. DC 15 to hit the
Hyperice weapons don't have the strength or the flexibility
target from the ofsidea metal
or evenblade,
from
but they hold up well enough to be used asbehinduntraceable
while assassination tools.
still facing them.
Most hyperice blades get used once, broken off and then thrown away, but
they don't have to be. If you were to get into a tough situation and had nothing
else to defend yourself with, a hyperice blade would make a tolerable fighting
knife.

44
Damage: 1d4 Piercing (20 x3)
Weight: 1 pound Armor
Class: 9 Hardness: 8 Hit
Points: 1
DC required to break this item
with a Strength Roll: 12
Hyperice Blade Accessories: Energy Cell (1/2
Size: Tiny (+4 bonus to conceal pound, costs 10 units) Description:
with a “sleight of hand” roll) A punching dagger based on an
Cost: 45 Units ancient Indian model. It fits over
Tentative Purchase DC: 7 (usually your knuckles and transmits the
illegal) whole force of your punch into the
Required Proficiency: Simple target, doing considerably more
Handed: Requires 1 hand to use damage than an ordinary dagger.
Range increment: -“To Hit” Bonus: This one has a blade made not
-Magazine: Ice Blade lasts for 3 from metal or plastic, but from
uses, or until the wielder decides super-chilled ice, frozen so hard
to melt it. that it can easily withstand the
Rate of Fire: As many times as the force of impact. This weapon
wielder has attacks leaves no trace of metal residue on
Damage: 1d4 Slashing (19-20 x2) the victim and it is effectively
Weight: 1 pound Armor Class: 9 untraceable. The blade melts
Hardness: 8 Hit Points: 1 slightly in the wound and its
DC required to break this item with contours change, foiling attempts
a Strength Roll: 12 to match a particular dagger with
Accessories: Special, refrigerated a particular injury. The only residue
scabbard (costs 100 Units, weighs it leaves behind is water, which
1/2 pound), Energy Cell (1/2 soon evaporates.
pound, costs 10 units) The weapon has enough energy
Description: A short stabbing in its power cell to keep a blade
blade, made from supercooled frozen for about six hours. It takes
ice. It is as sharp as broken glass a standard action to replace the
and leaves nothing but water in power cell. Growing a new ice
the victim's wounds. Virtually blade requires a supply of clean
untraceable, hyperice blades are water, a special plastic mold (which
almost exclusively used as tools comes with the katar at no extra
for asassination and are cost) and about two hours' worth
therefore difficult to buy in most of time. A partly-formed blade will
organized societies. still do damage to the target, but
A power cell keeps the blade there is a 40% chance of it
frozen for eight hours. It takes a snapping off and becoming
standard action to replace the useless each time it is used to
power cell. Regrowing the blade is make an attack, whether it hits or
a longer and more involved not.
process. It requires a supply of Hyperice Throwing Hatchet
clean (preferably distilled) water Size: Small (No bonus or penalty
and about thirty minutes to freeze to conceal with a “sleight of
a new blade. A blade-shaped mold hand” roll)
comes with the weapon at no extra Cost: 60 Units
cost, but it'sKatar
Hyperice easy to improvise one Tentative Purchase DC: 8 (often
if the
Size: original
Small (Nogets lost.or penalty to
bonus illegal) Required Proficiency:
If for
conceal some
with a reason
“sleight thehand”
of knife is Simple Handed: Requires 1 hand
used
roll) before a new blade is to use Range Increment: 10 feet
finished,
Cost: 45 it Tentative
Units will still Purchase
do 1d4 if thrown “To Hit” Bonus: --
damage,
DC: but there
7 Required is a 50% Simple
Proficiency: chance Magazine: Ice blade lasts for 6
of the
Handed: blade breaking
Requires every
1 attack
hand to time it
use uses, or until the wielder decides
is used
Range to make
increment: an (whether
-“To Hit” Bonus: to melt it.
or not it
-Magazine: hits).
Ice Blade lasts for 6 Rate of Fire: As many times as
uses, or until the wielder decides the wielder has attacks
to melt it. Damage: 1d6 Slashing (20/x2)
Rate of Fire: As many times as the Weight: 3 pounds Armor Class: 9
wielder has attacks Hardness: 8 Hit Points: 1

45
DC required to break this item hatchet on a camping trip to cut
with a Strength Roll: 12 firewood, and cops are well aware
Accessories: Energy Cell (1/2 of this fact. If this device isn't illegal
pound, costs 10 units) Description: then it is at least sure to cause
A small Hyperice tomahawk, with a suspicion if the authorities find it in
blade made out of super-hard, your possession. A standard energy
supercold frozen water. It actually cell keeps the blade frozen for
holds an edge well enough to use about six hours. It takes only a
as a weapon. Only slightly harder standard action to replace a spent
to conceal than a Hyperice dagger, energy cell, but roughly an hour to
it has considerably more stopping freeze a new blade. If for some
power. reason a character has to use this
Weighted for throwing, it is weapon before the blade is
seldom used that way and is finished, it will still damage the
generally a hand weapon (there target, but there is a 40% chance of
Radioactive Hand Weapons
would be little point in killing
someone with an untraceable
weapon and then leaving it at the
it snapping off and becoming
useless each time it is used to make
an attack, whether it hits or not.
There
scene ofarethemany good ways to use futuristic technology to enhance the
crime).
power of an
This is a melee weapon.
assassin's Making
tool, no one the weapon radioactive is not one of
them.
takes a hyperice
A sure sign of a desperate, decadent or insane culture, radioactive hand
weapons do appear from time to time. They range from the sophisticated,
relatively sane radiation projector wand, which gives off a discreet pulse of
neutrons when it hits the target, to the primitive and crazy radioactive mace,
which is basically just a metal bar made out of nuclear waste
None of them are exactly safe, but at least the better ones will do less damage
to you than the target.
Radiation Projector Wand they rarely even feel it at the
Size: Small (no bonus or penalty to moment they are struck. The
conceal with a “sleight-of-hand” wand is actually heavy enough to
roll) be used as a truncheon (1d6
Cost: 350 Units damage), but few wielders would
Tentative Purchase DC: 14 (usually be willing to do this, because of
illegal) the awful risk of breaking the
Required Proficiency: Simple device open and exposing the
Handed: Requires 1 hand to use radioactive materials at its core.
Range Increment: -“To Hit” Bonus: -
Magazine: 30
Rate of Fire: As many times as the Radioactive Blade
wielder has attacks Size: Small (No bonus or penalty
Damage: Special. Target to conceal with a “sleight of hand”
immediately takes 1d10 roll)
Radiation damage. Target must Cost: 150 Units
make a Fortitude Tentative Purchase DC: 11
Saving Throw vs. DC 20 once per (usually illegal) Required
hour or take another Proficiency: Simple Handed:
d8 until they either make the roll or Requires 1 hand to use Range
die Increment: -“To Hit” Bonus: --
Weight: 4 pounds Rate of Fire: As many times as
Armor
DC Class: 7to break this item
required the wielder has attacks
Hardness:
with 6
a Strength Roll: 19 (Spills Damage: Special. Target
Hit Points: 5waste all over you if
hazardous immediately takes 1d6
you break it, doing its full slashing (19-20 x2) +1d8 radiation
radiation attack to anyone in a 10 damage. Target
foot radius) must make a Fortitude Saving
Accessories: Energy Cell (1/2 Throw vs. DC 20 once
pound, costs 10 units) per hour or take another d8 of
Description: A long, fat metal radiation damage until
wand with a nozzle at one end. they either make the roll or die
The radiation shielding material Weight: 1 pound
makes it heavier than it looks. Armor Class: 9
When the nozzle strikes Hardness: 9
something, it irises open for a Hit Points: 2
fraction of a second and gives DC required to break this item with 46
them a momentary directional a Strength
burst of hard radiation. This does
horrible things to the target, but
Roll: 16 (Spills hazardous waste damage, but this is entirely up to
all over you if you break it, doing the DM. The sword itself is quite
its full radiation attack to anyone good. Most fissionable metals are
in a 10 foot radius) extremely heavy and many of them
Accessories: Lead-lined Scabbard (Uranium, for example) are also
(costs 100 Units, weighs 2 incredibly hard. The sword is tiring
pounds) to wield but it has a lot of
Description: A truly potent Radioactive Mace
penetration.
assassination weapon, this long, Size: Medium (-4 penalty to
heavy dagger is filled with a conceal with a “sleight of hand”
radioactive liquid, shielded by a roll)
thin layer of Cadmium. When the Cost: 80 Units
dagger penetrates someone's flesh, Tentative Purchase DC: 9 (usually
the shielding momentarily retracts illegal)
and the target is exposed to a toxic Required Proficiency: Simple
dose of neutrons. Every time you Handed: Requires 1 or 2 hands to
Radioactive
use this weapon, Sword
whether you hit use Range Increment: -“To Hit”
the target or not, there is to
Size: Medium (-4 penalty a 5%conceal Bonus: -Rate of Fire: As many times
chance of accidentally
with a “sleight of hand”exposing
roll) as the wielder has attacks
yourself
Cost: 200toUnits
the radioactive material Damage: Special. Target
and suffering
Tentative its effects.
Purchase DC: 12 immediately takes 1d6+1
(usually illegal) Required bludgeoning and 1d8 radiation
Proficiency: Martial-Melee damage. Target must make a
Handed: Requires 1 hand to Fortitude Saving Throw vs. DC 20
use Range Increment: -“To Hit” once per hour or take another d8
Bonus: -Rate of Fire: As many damage from radiation until they
times as the wielder has either make the roll or die.
attacks Weight: 18 pounds Armor Class: 7
Damage: Special. Target Hardness: 15 Hit Points: 25
immediately takes 1d8+2 slashing DC required to break this item with
(19-20 x2) +1d6 radiation damage. a Strength Roll: 24 (Spreads
Target must make a Fortitude radioactive dust all over if you
Saving Throw vs. DC 20 once per break it—everyone in a 5 foot
hour or take another d6 radiation radius must make a Reflexes
damage until they either make the Saving Throw vs. DC 15 or suffer
roll or die. the effects of the radiation)
Weight: 10 Description: A big solid bar of
pounds radioactive metal.
Armor Class: Like most fissionable metals it is
7 Hardness: heavier and harder than iron, and
15 Hit would do a great deal of damage
Points: 6 even if it weren't giving off deadly
DC required to break this item with radiation.
a Strength Roll: 17 (Spreads A normal human being who
radioactive dust all over if you carries this weapon without any
break it—everyone in a 5 foot special protective gear will lose
radius must make a Reflexes Saving one hit point per hour,
Throw vs. DC 15 or suffer the permanently. When they reach
effects of the radiation) zero, they are incapacitated and
Accessories: Lead-lined Scabbard begin to lose 1 hp per round until
(costs 100 Units, weighs 3 they hit -10 and die. There may be
pounds) futuristic medical technologies
Description: A weapon for which can reverse the effects of
desperate, suicidal troops- this radiation poisoning--that is of
chunky broadsword is made of course strictly up to the DM.
radioactive materials, and while it Under ordinary circumstances
will do horrendous damage to the you would only see this weapon in
target, it is slowly killing its wielder, the hands of robots or opponents
too. Every hour that you carry a in heavily shielded battlesuits (of
radioactive sword on your person, which there aren't any in this
it destroys one of your hit points, book). It is possible that crazed
permanently. When you hit zero, fanatics might also use weapons
you're incapacitated and begin like this, if they get desperate
losing 1 hp per round. When you enough. They'd have to be pretty
hit -10, you die. crazed. Radiation poisoning is one
And real tasty-like, I might add. of the most disagreeable ways to47
Radiation sickness is nowhere near die we've yet discovered.
as fun or as quick as, for example,
being boiled alive. It is possible
that there might be some futuristic
medical treatment that can reverse
Hypersharp Weapons
Monofilament wire has many uses, few of them nice. It's an amazing, nigh -
indestructible substance, a wire made from a single molecule, hundreds of
times stronger than titanium and finer than the smallest hair, while
thousands of times sharper than the sharpest surgical steel. It didn't take
long for people to start hurting one another with it.
Of course, swinging a loop of nearly invisible monofilament at your
opponent is nearly as dangerous to you as it is to them, so combatants
insane enough to use it in its raw form weeded themselves out pretty
quickly. It is common to find normal weapons edged with monofilament
wire, making them unbelievably sharp and yet slightly less dangerous to the
wielder.
Hypersharp weapons are extremely dangerous to handle, and the DM should
feel free to call for arbitrary Reflexes Saving
far, Throws
far to avoid taking
sharper than small
any
amounts of damage while messing about with them, particularly if they
conventional knife ever made don't
and
know how sharp the blade actually is. never loses its edge.
Hypersharp Dagger
Size: Tiny (+4 bonus to conceal
with a “sleight of hand” roll)
Cost: 30 Units Tentative
Purchase DC: 5 Required
Proficiency: Simple
Handed: Requires 1
hand to use Range
Increment: 10 feet (if
thrown)
“To Hit” Bonus: +2
Rate of Fire: As many times as the
wielder has attacks
Hypersharp Blade Damage: 1d4+1 Slashing (17-20 x3)
Size: Small (No bonus or penalty Weight: 1
to conceal with a “sleight of hand” pound
roll) Armor
Cost: 50 Units Tentative Purchase Class: 9
DC: 7 Required Proficiency: Simple Hardness:
Handed: Requires 1 hand to use 10 Hit
Range Increment: -“To Hit” Bonus: Points: 2
+2 DC required to break this item
Rate of Fire: As many times as the with a Strength Roll: 14
wielder has attacks Accessories: Holster (costs 10
Damage: 1d6+1 Slashing (17-20 Units, weighs 1/2 pound)
x3) Description: A short dagger or
Weight: 1 pound Armor Class: 9 survival knife, edged with a
Hardness: 10 Hit Points: 3 monofilament wire. It is much
DC required to break this item sharper than a surgical scalpel or a
with a Strength Roll: 15 Hypersharp
Japanese
Claws
Special: Vorpal. On a critical hit Size: Small (No bonus or requires
katana. It also penalty
very little with
to conceal maintenance, andhand”
a “sleight of will
this weapon will sever the never lose its edge. The only
target's head from their body. roll)
reason200
Cost: it Units
isn't “Vorpal”
TentativeisPurchase
that it's
This does not work on creatures too small to conveniently
that do not have heads and at DC: 12 Required Proficiency:lop off
the target's head.
Martial-Melee Handed: Requires 1
the DM's discretion there may be
targets who suffer no particular or 2 hands to use (one set of claws
ill effect from having their heads per hand)
cut off (robots, for example, or Range
zombies). Increment: --
Accessories: Scabbard (costs 20 “To Hit”
Units, weighs 1 pound) Bonus: +2
Description: A bayonet or cleaver- Rate of Fire: As many times as the
like blade, edged with a wielder has attacks
monofilament wire one molecule Damage: 1d6+1 Slashing (17-20 x2)
thick. It is 48
Weight: 1 pound Armor Class: attacks
9 Hardness: 10 Hit Points: 2 Damage: 1d6+1 Piercing or
DC required to break this item with Slashing (17-20 x3)
a Strength Roll: 15 Weight: 3 pounds
Description: A set of artificial claws, Armor Class: 7
edged with monofilament wire, no Hardness: 10
thicker than a single molecule. Hit Points: 4
They are far sharper than the DC required to break this item with
sharpest razor or surgical scalpel. a Strength Roll: 17
Special: Vorpal. If the wielder
uses this sword to make a
Slashing attack and scores a
critical hit, it will sever the
target's head from their body.
This does not work on creatures
that do not have heads and at
the DM's discretion there may be
targets who suffer no particular
ill effect from having their heads
Hypersharp Sword cut off. Accessories: Scabbard
Size: Medium (-4 penalty to (costs 30 Units, weighs 1 pound)
conceal with a “sleight of hand” Description: A thin, light dueling
roll) sword, edged with
Hypersharp Axemonofilament
Cost: 225 Units Tentative Purchase wire.
Size: It is much
Large (-8 sharper
penalty than any
to conceal
DC: 13 Required Proficiency: ordinary blade, and so is
with a “sleight of hand” roll) used
Martial-Melee Handed: Requires 1 more 120
Cost: for slashing and less for
Units Tentative
or 2 hands to use Range Increment: thrusting
Purchase DC: than10most rapiers.
-“To Hit” Bonus: +2 Required Proficiency:
Rate of Fire: As many times as the Martial-Melee Handed:
wielder has attacks Requires 2 hands to use
Damage: 1d8+1 Slashing (17-20 x3) Range Increment: -“To
Weight: 4 pounds Armor Class: 7 Hit” Bonus: +2
Hardness: 10 Hit Points: 5 Rate of Fire: As many times as the
DC required to break this item with wielder has attacks
a Strength Roll: 18 Damage: 1d10+1 Slashing (17-20
Special: Vorpal. On a critical hit x4)
this weapon will sever the Weight: 7
target's head from their body. pounds
This does not work on creatures Armor
that do not have heads and at Class: 5
the DM's discretion there may be Hardness:
targets who suffer no particular 10 Hit
ill effect from having their heads Points: 5
cut off (robots, for example, or DC required to break this item with
zombies). a Strength Roll: 17
Accessories: Scabbard (costs 30 Special: Vorpal. On a critical hit
Units, weighs 1 pound) this weapon will sever the
Description: A cutlass, made out of target's head from their body.
some futuristic alloy, with a thin This does not work on creatures
line of momofilament wire running that do not have heads and at
along its edges. This gives it a the DM's discretion there may be
cutting surface that is only one targets who suffer no particular
molecule
Hypersharp wide. Rapier
Far sharper than ill effect from having their heads
any conventional
Size: sword, ittoalso
Medium (-4 penalty cut off (robots,Scythefor example, or
never
conceal needs
with to be honed.
a “sleight of hand”
Hypersharp
creatures
Size: Largewith (-8 no vital organs
penalty in
to conceal
roll) their heads).
with a “sleight of hand” roll)
Cost: 300 Units Tentative Purchase Description:
Cost: 270 Units An Tentative
axe, enhanced with
DC: 14 Required Proficiency: a
Purchase DC: 14 edge. The blade is
monofilament
Martial-Melee Handed: Requires 2 effectively one molecule thick on
Required Proficiency:
hands to use Range Increment: -- its cutting surface
Martial-Melee Handed: and hence much
“To Hit” Bonus: +2 sharper than
Requires any conventional
2 hands to use axe.
Rate of Fire: As many times as the It also never
Range needs-“To
Increment: sharpening.
wielder has Hit” Bonus: +2

49
Rate of Fire: As many times as Tentative Purchase DC: 14 Required
the wielder has attacks Proficiency: Exotic Weapons-Melee
Damage: 2d4+1 Piercing and Handed: Requires 2 hands to use
Slashing (17-20 x4) Range Increment: -“To Hit” Bonus:
Weight: 12 pounds +2
Armor Class: 5 Rate of Fire: As many times as the
Hardness: 10 wielder has
Hit Points: 10 attacks (often used to attack twice
DC required to break this item with in one round)
a Strength Roll: 17 Damage: 1 d10+1/ 1d10+1 Slashing
Special: Vorpal. On a critical hit (17-20 x4)
this weapon will sever the Weight: 25 pounds
target's head from their body. Armor Class: 5
This does not work on creatures Hardness: 10
that do not have heads and at Hit Points: 10
the DM's discretion there may be DC required to break this item with
targets who suffer no particular a Strength Roll: 17
ill effect from having their heads Special: Vorpal. On a critical hit this
cut off (robots, for example, or weapon will sever the target's head
zombies). from their body. This does not
Description: A scythe, made from work on creatures that do not have
advanced materials, with a blade heads and at the DM's discretion
edged in monofilament wire. This there may be targets who suffer no
makes it far sharper than any particular ill effect from having
conventional scythe. It also never their heads cut off (robots, for
needs sharpening. There is frankly example, or creatures who don't
little use for such an item as an store their brains in their heads). If
agricultural tool. A monofilament you use both ends to make
edge makes the scythe's curved separate attacks in a single round,
blade and leverage-increasing you suffer the penalties for making
handle totally unnecessary. In fact a two weapon attacks, as though you
perfectly
Hypersharp straight, one handed
Glaive were using a One Handed Weapon
hypersharp blade would
Size: Huge (can't be concealed)reap and a Light Weapon (see the
wheat
Cost: 120equally
Unitswell. You still might
Tentative Player's Handbook, page 124).
see hypersharp
Purchase DC: 10scythes
Required in the Description: A huge, brutal weapon
hands of advanced
Proficiency: civilizations that
Martial-Melee with an axe-blade at each end,
have
Handed:traditionally
Requires used
2 handsscythe-like edged in monofilament wire. The
hand-weapons. They are also blades are only Double-Bladed
one molecule wide
to use Range Increment:
popular withofmisfits Hypersharp
Has 10 feet Reachwho“To like to on the cutting edge, and vastly
dress up in
Hit” Bonus: +2 hooded cloaks and skull Sword
sharper than a conventional
masks.
Rate of Fire: As many times as version
Size: Hugeof the weapon (if
(Impossible to there is
conceal)
the wielder has attacks such a375
Cost: thing).
UnitsIt's a tricky weapon
Tentative Purchase
Damage: 1d10+1 Slashing (17-20 to
DC:carry safely with
15 Required its exposed
Proficiency: Exotic
x4) hypersharp blades.
Weapons-Melee If a character
Handed: Requires
Weight: 15 who
2 is holding
hands a hypersharp
to use Range Increment: --
pounds double
“To Hit”axe falls +2
Bonus: down, the DM
Armor Class: should
Rate of feel
Fire:free to have
As many them
times as make
the
5 Hardness: a Reflexes
wielder hasSaving
attacksThrow to avoid
10 Hit cutting themselves.
Damage: 1d8+1/1d8+1 Slashing
Points: 10 (17-20 x3)
DC required to break this item with Weight: 15 pounds Armor Class: 5
a Strength Roll: 17 Hardness: 10 Hit Points: 5
Special: Vorpal. On a critical hit this DC required to break this item with
weapon will sever the target's head a Strength Roll: 17
from their body. This does not Special: Vorpal. On a critical hit this
work on creatures that do not have weapon will sever the target's head
heads and at the DM's discretion from their body. This does not
there may be targets who suffer no work on creatures that do not have
particular ill effect from having heads and at the DM's discretion
their heads cut off. Description: A there may be targets that suffer no
Hypersharp Double
ten foot pole, tipped withAxea cutting ill effect from having their heads
Size:
bladeHuge
edged in monofilament wire. cut off (robots, for example). If you
(Impossible
It has ten feetto of reach, but can't use both ends to make separate
conceal) Cost:
hit anything at350
closer range. The attacks in a single round, you suffer
Units
blade is unbelievably sharp and the penalties for making two
never needs honing. weapon attacks, as though you 50
were using
a One Handed Weapon and a Light sharp edge, on the inside of the
Weapon (see the Player's curve, which makes it considerably
Handbook, page 124). safer than most Hypersharp
Description: A two-ended sword weapons to use. It has little utility
edged with hypersharp as an agricultural implement (it's
monofilament wire. It has a cutting too easy to wound yourself on
surface no wider than a single while harvesting) and is really just
molecule and is far sharper than a a weapon.
razor or a katana. No one has yet
been able to come up with a safe
way to store thisPunch
Hypersharp Dagger
thing, so don't
leave it lying
Size: Tiny (+4around
bonus towhere your
conceal
kids can
with find it!of hand” roll)
a “sleight
Cost: 30 Units Tentative Purchase
DC: 5 Required Proficiency: Simple
Handed: Requires 1 hand to use
Range Increment: -“To Hit” Bonus: Hypersharp Spear
+2 Size:Large (-8 penalty to conceal
Rate of Fire: As many times as the with a “sleight of hand” roll)
wielder has attacks Cost: 75 Units Tentative Purchase
Damage: 1d4+1 Piercing (17-20 x4) DC: 9 Required Proficiency: Simple
Weight: 2 pounds Armor Class: 9 Handed: Requires 2 hands to use
Hardness: 10 Hit Points: 2 Range Increment: Has 10 feet of
DC required to break this item Reach “To Hit” Bonus: +2
with a Strength Roll: 15 Rate of Fire: As many times as the
Description: While punch daggers wielder has attacks
derive most of their penetrating Damage: 1d8+1 Piercing (17-20 x4)
force from the way they channel Weight: 9 pounds Armor Class: 5
the energy of the strike, rather Hardness: 10 Hit Points: 2
than from the sharpness of the DC required to break this item with
blade, it does still impove their a Strength Roll: 15
lethality to give them Description: A ten foot spear,
monofilament edges. The blade of tipped with a spearhead edged in
this weapon is far sharper than a monofilament wire. It has ten feet
razor and it never needs to be of reach, but can't hit anything at
honed. closer range. The spearhead is
astoundingly sharp and never
needs further sharpening.
Hypersharp Sickle
Size: Small (No bonus or penalty to
conceal with a “sleight of hand”
roll)
Cost: 90 Units Tentative Purchase Hypersharp Trident
DC: 9 Required Proficiency: Simple Size: Large (-8 penalty to conceal
Handed: Requires 1 hand to use with a “sleight of hand” roll)
Range Increment: -“To Hit” Bonus: Cost: 225 Units
+2 Tentative Purchase DC: 13 (often
Rate of Fire: As many times as the unavailable) Required Proficiency:
wielder has attacks Martial-Melee Handed: Requires 2
Damage: 1d6+1 Slashing (17-20 x3) hands to use Range Increment: --
Weight: 3 pounds Armor Class: 9 “To Hit” Bonus: +2
Hardness: 10 Hit Points: 2 Rate of Fire: As many times as the
DC required to break this item wielder has attacks
with a Strength Roll: 15 Damage: 1d8+1 Piercing (17-20 x4)
Special: Vorpal. On a critical hit Weight: 5 pounds Armor Class: 5
this weapon will sever the Hardness: 10 Hit Points: 5
target's head from their body. DC required to break this item with
This does not work on creatures a Strength Roll: 17
that do not have heads and at Description: A trident, each of its
the DM's discretion there may be three tines edged in ultra-sharp
targets who suffer no particular monofilament wire. Few interstellar
ill effect from having their heads civilizations use tridents in close
cut off. Description: A short, combat, but you
sickle-shaped weapon, edged
with ultra-sharp monofilament
wire. It only has one
51
might see it as a novelty item Required Proficiency: Exotic
or in gladiatorial combat. Weapons-Ranged (also works with
any other Whip)
Handed: Requires 1 hand to use
Rigid Hyperwire "Bladeless" Range Increment: Has 10 feet of
Reach “To Hit” Bonus: +2
Blade Rate of Fire: As many times as the
Size: Small (No bonus or penalty to wielder has attacks
conceal with a “sleight of hand” Damage: 1d6+1 Slashing (17-20 x3)
roll) Weight: 2 pounds Armor Class: 9
Cost: 150 Units Hardness: 5 Hit Points: 2
Tentative Purchase DC: 11 (often DC required to break this item with
illegal) a Strength Roll: 16
Required Proficiency: Description: A whip with many
Simple Handed: short monofilament wires
Requires 1 hand to protruding from its length. It leaves
use “To Hit” Bonus: shallow but horrendous wounds on
+2 anything it hits. A hypersharp whip
Rate of Fire: As many times as the can be used to make trip attacks
wielder has attacks and if the attacker accidentally trips
Damage: 1d8+2 Slashing (17-20/x3) themselves they can avoid the
Weight: 1/2 pound Armor Class: 18 effects by dropping the weapon. A
Hardness: 8 Hit Points: 1 whip grants a +2 on any attempt to
DC required to break this item with Disarm a foe with an opposed
a Strength Roll: 25 (and it will do Attack Roll.
1d8 slashing damage to you if you Monofilament Whip
fail the roll) Size: Medium when extended (-4
Special: Vorpal. On a critical hit this penalty to conceal with a “sleight of
weapon will sever the target's head hand” roll), Tiny when rolled up and
from their body. This does not concealed (+4 bonus to conceal
work on creatures that do not have with a “sleight of hand” roll)
heads and at the DM's discretion Cost: 30 Units
there may be targets who suffer no Tentative Purchase DC: 5 (usually
ill effect from having their heads illegal and a sure sign of mental
cut off (robots, for example, or instability on the part of its user)
creatures who don't keep any vital Required Proficiency: Exotic
organs in their heads). Weapons-Ranged (also works with
Accessories: Storage Rack (Costs 75 any other Whip)
units to have made) Handed: Requires 1 hand to use
Description: It is possible to make a Range Increment: Has 15 feet of
weapon out of a single rigid Reach “To Hit” Bonus: +2
monofilament wire no thicker than Rate of Fire: As many times as the
a single molecule, sharper than the wielder has attacks
sharpest steel surgical tools. It is Damage: 2d8+2 Slashing (16-20 x3)
however a terrible idea, as this Weight: 1 pound Armor Class: 13
model amply demonstrates. Hardness: 20 Hit Points: 1
It is about the length of a short DC required to break this item with
sword, and consists of nothing but a Strength Roll: 40
a handle with a stiff length of Special: Improved Vorpal Weapon.
hypersharp wire sticking up out of On a critical hit this weapon will
it. Because it is difficult to see the sever the target's head from their
wire with the naked eye, the body. If the target does not have a
makers have thoughtfully placed a head, or suffers no particular ill
little red ball on the tip, allowing effect from having their head cut
the user to at least keep track of off, the whip has instead cut them
how long the weapon is. into two or more pieces. There may
This is an appallingly dangerous still be a few creatures (totally
tool to use. Every time a character amorphous beings, for example)
Hypersharp
rolls a "1" while Whiptrying to hit a who can survive this, at the DM's
targetMedium
Size: with this
(-4weapon, there is a
penalty to discretion.
10% chance
conceal with a that they
“sleight have hit
of hand” Description: A very simple but
themselves instead, for half the
roll) tremendously effective hand-
usual 35
Cost: damage.
Units Tentative Purchase weapon. It's nothing but a length of
DC: But6 the worst problem with this ultra-fine, ultra-sharp
blade is with storing it. There is no monofilament wire, no thicker than
way to sheathe the weapon, no a single molecule, with a weight at
scabbard you can put it in that it one end. This wire is vastly stronger52
won't slice right through. You can and sharper than the sharpest
have a kind of rack made which will metal blade ever forged. It has a
at least store the thing handle up, range of about fifteen feet. You
to keep people from wounding lash it at your opponent and they
themselves on it by mistake, but fall down in slices (unless you cut
extremely dangerous for anyone Slashing (17-20 x3) if used as a
who doesn't have the weapon hand weapon
proficiency to use a monofilament Weight: 1/2 pound
whip. Not only do they suffer a -4 Armor Class: 9
penalty on attacks, but if they miss Hardness: 3
there is a 1/10 chance that they Hit Points: 5
have wounded themselves for 2d6 DC required to break this item with
damage. If they roll an unmodified a Strength Roll: 15
Discombobulator
1, they have cut their own Rodhead off. Special: Can be used as either a
Size: Medium (-4 penalty to missile or a melee weapon.
conceal with a “sleight of hand” Accessories: Special Carrying Case
roll) (Hardness 3, 4 Hit Points, has to be
Cost: 300 Units custom-made, costs 200 units)
Tentative Purchase DC: 14 (usually Description: A deck of cards, made
illegal) from a tough, flexible synthetic
Required Proficiency: Simple material which is almost impossible
Handed: Requires 1 hand to use to tear and never gets dog-eared.
Range Increment: -“To Hit” Bonus: Each card is edged with
+2 Magazine: 15 monofilament wire, no thicker than
Rate of Fire: Once per round a single molecule. They can be
Damage: 1d12+1 Slashing (17-20 used as throwing weapons or
x3), attacks everything in a 10 foot fanned out and used as a hand-
by 10 foot square adjacent to the blade. This is a difficult weapon to
attacker. find on the open market and even
Weight: 3 pounds Armor Class: 7 more difficult to use safely.
Hardness: 10 Hit Points: 4 FavoredHypersharp
Giant by assassins with a taste
Scissors
DC required to break this item with for
Size:cheap
Mediumtheatrics, it is the
(-4 penalty to sort of
a Strength Roll: 16 thing
conceal you'd
withhave to have
a “sleight of specially
hand”
Special: Improved Vorpal Weapon. made,
roll) or buy underground. It
On a critical hit this weapon will comes
Cost: 300in aUnits
bullet-resistant case
Tentative Purchase
sever the target's head from their which
DC: 14looks like an
Required ordinary Exotic
Proficiency:
body. If the target does not have a cardboard
Weapons-Melee box forHanded:
holdingRequires
cards.
head, or suffers no ill effect from 2 hands to use Range Increment: --
having their head cut off, the wire “To Hit” Bonus: +2
has instead cut them into two or Rate of Fire: As many times as the
more pieces. There may still be a wielder has attacks
few creatures (totally amorphous Damage: 2d4 Slashing (17-20 x3)
beings, for example) who can Weight: 5 pounds Armor Class: 7
survive this, at the DM's discretion. Hardness: 15 Hit Points: 4
Accessories: Holster (costs 30 DC required to break this item with
Units, weighs 1 pound) Description: a Strength Roll: 19
A slender plastic rod, about the Special: Vorpal. On a critical hit this
length of a man's forearm. When weapon will sever the target's head
the button in the handgrip is from their body. This does not
pressed, loops of coiled work on creatures that do not have
monofilament wire spring out of heads. At the DM's discretion there
the end, slicing and mangling may also be targets who suffer no
Deck
anything ofinMany Wounds
the square immediately ill effect from having their heads
Size:
in Diminutive
front (+8 bonus
of the user, doing to
1d12+1 cut off (robots, for example, or
conceal
slashing with a “sleight
damage. of hand”
to friend and foe Atomic Zombies).
roll)
alike. A Reflexes save vs. DC 15 Description: A huge pair of metal
Cost: 500 Units
completely (will probably
negates have
this damage, shears, as long as a sword. Made
to be specially made)
as does having an AC higher than from a super-light, super strong
Tentative
19. Purchase DC: 15 (Often alloy and edged with
Unavailable) Required Proficiency: monofilament wire, they are far, far
Exotic Weapons-Melee Handed: sharper than a razor or a scalpel.
Requires 1 hand to use Range There may be some alien races that
Increment: 20 feet “To Hit” Bonus: use these as hand weapons,but
+2 they are much more likely to be
Rate of Fire: As many times as the found in the hands of the
wielder has attacks terminally depraved.
Damage: 1d4 Slashing (17-20 x3) if
thrown or 1d6+2

53
Vibronic Weapons
Also known as vibroblades, these weapons enhance their cutting power by
vibrating at amazing speed. They tend to be quite dull, since they aren't
getting much of their penetration from having a sharp edge and thinner
blades tend not to hold up to the wear and tear caused by the constant
vibration.
When switched on, a vibroblade blurs faintly around the edges and emits a
deep, painful hum which is just barely audible to the human ear, but
unpleasant nonetheless. The sound can be quite upsetting to certain animals.
It doesn't seem to come from anywhere, making it hard to pinpoint the user's
location, but it is absolutely distinctive. If you turn on a vibroblade, anyone
within earshot who has heard one before will instantly know what it is, even if
they can't quite place the range or direction.
There have been experiments in combining hypersharp monowire-edged
weapons with vibroblade technology, but the results 1d6+2
Damage: have usually been
Slashing (18-20 x2),
disastrous, creating incredibly potent cutting weapons that
ignores 9 points are prone to
catastrophic metal failure in the middle of combat, oftenorwith
of Hardness grievous
Damage results
Resistance
for the wielder. Weight: 2 pounds
Armor Class: 9
Hardness: 10
Hit Points: 2
DC required to break this item with
a Strength
Roll: 14
Accessories: Energy Cell (1/2 pound,
costs 10 units),
Wrist-Mounted Power Pack (2
pounds, costs 30 units),
Scabbard (costs 20 Units, weighs 1
pound)
Description: Also known as a power
blade, this short,
wide bayonet vibrates at just the
right harmonic
frequency to cut through bone and
flesh like a
chainsaw. It penetrates armor even
better and does
even more damage than a
hypersharp, monowire-
edged blade.
A vibroblade makes a dull angry
hum when
switched on. The vibrating blade
visbly blurs around
Vibroblade the edges.
Size: Small (No bonus or penalty It takes a full Axe
action to change the
to conceal with a “sleight of Vibroblade
weapon's power
Size: Large (-8 penalty to conceal
hand” roll) cell.
Cost: 50 Units Tentative Purchase with aMost vibroblades
“sleight of hand” roll) are kept
pretty
Cost: dull Units
120 and aren't
Tentative
DC: 7 Required Proficiency: very well DC:
balanced when they're
Simple Handed: Requires 1 hand Purchase 10 Required
switched off, Martial-Melee
Proficiency: making
to use Range Increment: -“To Hit” itHanded:
imperative that 2you replace
Bonus: +1 Requires hands to usethe
cell
Rangeas soon as it runs
Increment: -“To Hit” Bonus:
Magazine: 30 if using a standard out. This can be a serious
power cell, 50 if using the +1 Magazine: 50
inconvenience
Rate of Fire: Asinmanythe middle
times as the
optional wrist-mounted power- of a knife-fight. If you try to use this
pack Rate of Fire: As many times wielder has attacks
weapon while it
as the wielder has attacks is switched off or out of power, you
will suffer a -4
penalty. The weapon won't have any
54 of its bonuses or
special penetration against Damage
Resistance if it has
no power.
Damage: 1d8+2 Slashing (18-20 surprisingly blunt. It has no
x3), ignores 9 points damage bonus, no special
of Hardness or Damage Resistance penetration against Damage
Weight: 8 pounds Resistance and suffers a -
Armor Class: 5 2attack penalty if it is used while
Hardness: 10 Vibroblade
switched off. Sword
Hit Points: 5 Size: Medium (-4 penalty to
DC required to break this item conceal with a “sleight of hand”
with a Strength Roll: 17 roll)
Accessories: Energy Cell (1/2 Cost: 225 Units Tentative Purchase
pound, costs 10 units) Description: DC: 13 Required Proficiency:
An axe with a vibronic blade. The Martial-Melee Handed: Requires 1
combination of leverage and hand to use Range Increment: -“To
vibratory penetration make this a Hit” Bonus: +1
devastating weapon in close Magazine: 30 if using a standard
combat. The axe itself is short and power cell, 50 if using the optional
has an unusually bulky head, with wrist-mounted power-pack Rate of
two wires running out of the sides Fire: As many times as the wielder
and plugging back into the has attacks
handle. When switched on, it emits Damage: 1d8+2 Slashing (18-20
a deep, unpleasant hum just x2), ignores 9 points of Hardness or
barely above the subsonic level, Damage Resistance.
and the axe-blade visibly blurs. Weight: 5 pounds Armor Class: 7
It takes a standard action to Hardness: 10 Hit Points: 5
change the axe's power cell, which DC required to break this item with
is either located inside the base of a Strength Roll: 17
the handle or clipped to the side, Accessories: Energy Cell (1/2
depending
Vibroblade on the model.
Stiletto pound, costs 10 units), Wrist-
If Tiny
Size: for (+4
some reason
bonus someone
to conceal Mounted Power Pack (2 pounds,
tries
with a “sleight of hand” roll)weapon
to attack with this costs 30 units), Scabbard (costs 30
while 30
Cost: it Units
is switched
Tentativeoff Purchase
or out of Units, weighs 1 pound) Description:
power, they willProficiency:
DC: 5 Required suffer a -4 Simple
penalty A short, heavy sword with a
to their roll. The axe
Handed: Requires 1 hand to use won't have peculiarly wide, thick blade. Two
either
Range its +2 damage
Increment: bonus
10 feet (if or any wires emerge from the pommel
of its special penetration against
thrown) and plug into sockets at the base
Damage Resistance
“To Hit” Bonus: if it isn't on.
+1 Magazine: 15 of the blade. When activated, the
Rate of Fire: As many times as the blade blurs around the edges and
wielder has attacks emits a dull, angy hum which sets
Damage: 1d4+2 Piercing (18-20 observers' teeth on edge. It senses
x2), ignores 9 points of Hardness the characteristics of the medium it
or Damage Resistance. is cutting through and instantly
Weight: 1 pound Armor Class: 13 adjusts its harmonics to whatever
Hardness: 10 Hit Points: 1 specific vibration will do the most
DC required to break this item damage.
with a Strength Roll: 13 It will slice through nearly anything.
Accessories: Miniature Energy Cell The sword's one real drawback as a
(1/20pound, costs 30 units) hand weapon is that its batteries
Description: A narrow little Vibro-Claws
run out eventually, which is not a
vibroblade, ideal for muggings Size: Small
good thing(No bonus orinpenalty
to happen to
the midst
and sordid crimes of passion. It conceal
of a duel. with
It'sa “sleight
uselesslyof heavy
hand” and
runs on a smaller power cell and roll)
unbalanced when it's out of power
can't stay on as long as a full sized Cost: 200 Units
(-4 penalty to Tentative
the attackPurchase
roll, no
vibroblade. DC: 12 Required Proficiency:
extra penetration or damage
They don't make wrist-mounted Martial-Melee
bonus). It takes Handed: Requires
a standard 1
action
powerpacks for this kind of or 2 hands to use (one
to change the power-cell. set of claws
weapon, although at the DM's per hand)
discretion an adapter might be Range Increment: -“To Hit” Bonus:
available. A vibroblade stiletto can +1
easily be concealed up your sleeve Magazine: 10 if using a standard
or taped to your leg. It makes the power cell, 50 if using the extra
same ugly hum as any vibroblade wrist-mounted power-pack Rate of
one it's switched on, limiting it Fire: As many times as the wielder
effectiveness for surprise attacks. has attacks
If you try to use it while it's Damage: 1d6+2 Slashing (18-20 x2),
switched off or its batteries are ignores 9 points
dead, you will find the weapon 55
of Hardness or Damage Resistance. gain much extra impact from being
Weight: 1 pound a punch-blade. These weapons are
Armor Class: 9 usually made by cultures which
Hardness: 10 Hit have relied heavily on katars for
Points: 2 centuries, where everyone is
DC required to break this item with assumed to be more comfortable
a Strength Roll: 14 with the design.
Accessories: Energy Cell (1/2 Anyone using this weapon while
pound, costs 10 units), Wrist- it is switched off or out of power
Mounted Power Pack (2 pounds, suffers a -4 penalty to their attack
costs 30 units) Description: roll (and of course the weapon
Straddling the line between the won't have its +2 damage bonus
silly and the sociopathic, vibro- or any of its special penetration
claws may look goofy to some of against Damage Resistance).
you, but they pack a mighty The power cell is located in the
wallop. The battery holds enough handle. It takes only a Standard
power for ten attacks. A wrist- Action to replace, although
mounted power pack is available vibro- katar fights tend to be so
for 150 units. It holds an additional fast and furious that you would
fifty charges, but takes a full round almost never reload in the
to replace when it runs out of middle of combat.
power. Anyone using this weapon
while it is switched off or out of
power will suffer a -1 penalty The
claws don't have any special
penetration against Damage Vibro-Pick
Resistance when they aren't Size: Large (-8 penalty to conceal
switched on. with a “sleight of hand” roll)
Cost: 120 Units Tentative Purchase
DC: 10 Required Proficiency:
Martial-Melee Handed: Requires 2
hands to use Range Increment: --
“To Hit” Bonus: +2 Magazine: 50
Vibro-Katar Rate of Fire: As many times as the
Size: Small (No bonus or penalty to wielder has attacks
conceal with a “sleight of hand” Damage: 1d6+2 Piercing (18-20
roll) x4), ignores 9 points of Hardness
Cost: 30 Units or Damage Resistance.
Tentative Purchase DC: 5 (often Weight: 7 pounds Armor Class: 5
unavailable) Required Proficiency: Hardness: 10 Hit Points: 25
Simple Handed: Requires 1 hand DC required to break this item with
to use Range Increment: -“To Hit” a Strength Roll: 18
Bonus: +1 Accessories: Energy Cell (1/2
Magazine: 30 if using a standard pound, costs 10 units) Description:
power cell, 50 if using the optional A military pick with a vibronic
wrist-mounted power-pack Rate of head, which gives it vastly better
Fire: As many times as the wielder penetration and keeps it from
has attacks getting stuck in the target. The
Damage: 1d4+2 Piercing (18-20 power-cell fits into the handle.
x3), ignores 9 points of Hardness Anyone using this weapon while it
or Damage Resistance. is switched off or out of power
Weight: 3 pounds Armor Class: 9 suffers a -4 penalty to their attack
Hardness: 10 Hit Points: 2 roll. The weapon has no special
DC required to break this item with penetration against Damage
a Strength Roll: 16 Resistance while it is switched off.
Accessories: Energy Cell (1/2
pound, costs 10 units), Wrist- Small Vibro-Pick
Mounted Power Pack (2 pounds, Size: Small (No bonus or penalty to
costs 30 units) Description: A conceal with a “sleight of hand”
vibronic blade, mounted over the roll)
user's knuckles, so as to transmit Cost: 60 Units Tentative Purchase
the full force of their arm into the DC: 8 Required Proficiency: Simple
thrust.
It seems like an odd choice to
make a vibro- weapon out of a
katar, since the vibronic blade 56
already has so much penetrating
power that it doesn't really
Handed: Requires 1 hand to use
Range Increment: -“To Hit” Bonus:
+1
Magazine: 30 if using a standard
power cell, 50 if using the optional
wrist-mounted power-pack Rate of
Fire: As many times as the wielder
has attacks
Damage: 1d4+2 Piercing (18-20
x3), ignores 9 points of Hardness or
Damage Resistance.
Weight: 5 pounds Armor Class: 9
Hardness: 10 Hit Points: 25
DC required to break this item with
a Strength Roll: 14
Accessories: Energy Cell (1/2
pound, costs 10 units), Wrist-
Mounted Power Pack (2 pounds,
costs 30 units) Description: A small,
one-handed military pick with a
vibronic head that gives it vastly
better penetration and keeps it
from getting stuck in the target.
This is also a good tool for rock-
climbing and geology, and isn't
always sold as a weapon. The Vibroblade Sickle
power-cell fits into the handle. It Size: Medium (-4 penalty to
takes a full round to replace. conceal with a “sleight of hand”
Anyone using this weapon while it roll)
is switched off or out of power will
Vibro-Scythe Cost: 90 Units Tentative Purchase
sufferLarge
Size: a -4 penalty. Theto
(-8 penalty weapon
conceal DC: 9 Required Proficiency: Simple
also
with won't haveofany
a “sleight hand”special
roll) Handed: Requires 1 hand to use
penetration against
Cost: 275 Units Damage
Tentative Purchase Range Increment: -“To Hit” Bonus:
Resistance unlessProficiency:
DC: 13 Required it is switched on +1
and powered up.
Martial-Melee Handed: Requires 2 Magazine: 30 if using a standard
hands to use Range Increment: -- power cell, 50 if using the optional
“To Hit” Bonus: +1 Magazine: 50 wrist-mounted power-pack Rate of
Rate of Fire: As many times as the Fire: As many times as the wielder
wielder has attacks has attacks
Damage: 2d4+2 Piercing and Damage: 1d6+2 Slashing (18-20
Slashing (18-20 x4), x2) , ignores 9 points of Hardness
ignores 9 points of Hardness or or Damage Resistance.
Damage Resistance. Weight: 4 pounds Armor Class: 9
Weight: 13 pounds Hardness: 10 Hit Points: 2
Armor Class: 5 DC required to break this item with
Hardness: 10 a Strength Roll: 14
Hit Points: 10 Accessories: Energy Cell (1/2
DC required to break this item with pound, costs 10 units), Wrist-
a Strength Roll: 17 Mounted Power Pack (2 pounds,
Accessories: Energy Cell (1/2 costs 30 units) Description: The
pound, costs 10 units) Description: blade of this sickle vibrates with a
A scythe with a vibronic blade, it dull and painful hum, at just the
has far greater penetration against right harmonic to cut through
armor than any traditional or most materials like a chainsaw.Not
hypersharp model. The power-cell particularly effective as an
is stored in the long black plastic agricultural harvesting tool (its
handle, and takes a full action to batteries won't hold out for a
change. Anyone using this weapon whole day of reaping in the fields),
while it is switched off or out of this item is more for the customer
power will suffer a -4 penalty (and who gets really excited by the idea
of course the scythe won't have of slashing people up with a sickle.
any of its special penetration The power cell is contained in the
against Damage Resistance). It handle. It takes a Standard Action
does seem odd that a culture with to replace and at the DM's
access to vibroblade technology discretion is compatible with most
would still be using scythes, but weapons of the same period. 57
then again this implement is Anyone using this weapon while it
probably intended for reaping is switched off or out of power will
people rather than wheat. suffer a -4 penalty (and of course
the weapon won't have any of its
special penetration against
Accessories: Energy Cell (1/2 pound,
costs 10 units) Description: A spear,
tipped with a vibronic head. Ideal
for certain types of hunting,
particularly against animals with
armored carapaces. The power-cell
fits in just behind the spearhead
and takes a full action to change.
You cannot set this spear against an
Vibronic Glaive incoming charge and change its
Size: Huge (Impossible to conceal) batteries in the same round. There
Cost: 120 Units Tentative is a -2 penalty to use the weapon if
Purchase DC: 10 Required it is switched off or out of power.
Proficiency: Martial-Melee
Handed: Requires 2 hands
to use Range Increment: Vibroblade Double-Sided
Has 10 feet of Reach “To
Hit” Bonus: +1 Magazine: Sword
50 Size: Large (-8 penalty to conceal
Rate of Fire: As many times as with a “sleight of hand” roll)
the wielder has attacks Cost: 380 Units Tentative Purchase
Damage: 1d10+2 Slashing (18- DC: 15 Required Proficiency: Exotic
20 x3), ignores 9 points of Weapons-Melee Handed: Requires
Hardness or Damage 2 hands to use Range Increment: --
Resistance. “To Hit” Bonus: +1 Magazine: 30
Weight: 16 pounds Armor Class: 5 Rate of Fire: As many times as the
Hardness: 10 Hit Points: 5 wielder has attacks
DC required to break this item with Damage: 1d8+2/1d8+2 Slashing
a Strength Roll: 17 (18-20 x2), ignores 9 points of
Accessories: Energy Cell (1/2 Hardness or Damage Resistance.
pound, costs 10 units) Description: Weight: 17 pounds Armor Class: 5
A large, wide vibroblade mounted Hardness: 10 Hit Points: 5
at the end of a ten-foot metal pole. DC required to break this item with
When switched on it makes a dull, a Strength Roll: 17
deep angry hum and the blade Special: If you use both ends to
seems to blur around the edges. It make separate attacks in a single
runs off the same type of power round, you suffer the penalties for
cell as most energy weapons of the making two weapon attacks, as
same period. The power cell fits though you were using a One
into a housing just behind the Handed Weapon and a Light
front hand-grip. It takes a Standard Weapon (see the Player's
Action to reload. There is a -4 Handbook, page 124).
penalty to attack with this weapon Accessories: Energy Cell (1/2 pound,
while it is switched off or out of costs 10 units) Description: A
power, owing to its clumsy superb weapon for anyone who
balance. Nor will have any of its feels absolutely confident that they
special penetration against won't accidentally hit themselves
Hardness or Damage Resistance. with it. This double-bladed sword is
actually better balanced than most
Vibronic Spear vibronic weapons, since it has a
Size: Large (-8 penalty to conceal blade at either end. There is only a -
with a “sleight of hand” roll) 2 penalty to use this weapon if it
Cost: 80 Units Tentative Purchase isn't switched on, (although of
DC: 9 Required Proficiency: Simple course its attack bonus and
Handed: Requires 2 hands to use penetration against damage
Range Increment: Has 10 feet of resistance won't apply). You can use
Reach “To Hit” Bonus: +1 this sword as two weapons at once,
Magazine: 50 but you will incur all the usual
Rate of Fire: As many times as the penalties for double-weapon
wielder has attacks attacks (unless of course you have
Damage: 1d8+2 Piercing (18-20 the appropriate Feat). It takes a
x3), ignores 9 points of Hardness standard action to open a
or Damage Resistance. compartment on the pommel and
change power cells.
Weight: 10 pounds Armor Class: 5
Hardness: 10 Hit Points: 2
DC required to break this item with Vibroblade Double-Sided 58
a Strength Roll: 17
Axe
Size: Huge (Impossible to conceal)
Cost: 360 Units Tentative Purchase
DC: 15 Required Proficiency: Exotic
attacks same type of power cells as most
Damage: 1d10+2/1 d10+2 Slashing energy weapons. The power cell
(18-20 x3), fits into the whip's handle. It takes
ignores 9 points of Hardness or a Standard Action to reload once
Damage Resistance. you're ready for more sadistic
Weight: 26 pounds hijinx.
Armor Class: 5
Hardness: 10
Hit Points: 10
DC required to break this item with Slashmatic Kobra Blade
a Strength Roll: 17 Size: Medium (-4 penalty to
Special: If you use both ends to conceal with a “sleight of hand”
make separate attacks in a single roll)
round, you suffer the penalties for Cost: 300 Units
making two weapon attacks, as Tentative Purchase DC: 14 (usually
though you were using a One illegal) Required Proficiency:
Handed Weapon and a Light Martial-Melee Handed: Requires 1
Weapon (see the Player's hand to use “To Hit” Bonus: +3
Handbook, page 124). Magazine: 40
Accessories: Energy Cell (1/2 Rate of Fire: As many times as the
pound, costs 10 units) Description: wielder has attacks
A metal shaft with a vibronic axe- Damage: 1d8+2 Slashing (16-
blade at either end. Both axe- 20/x3) Ignores 6 points of
blades are unusually thick, heavy Hardness or Damage Resistance.
and dull. When the weapon is Weight: 7 pounds Armor Class: 14
switched on, it gives off a low, evil- Hardness: 2 Hit Points: 1
sounding hum and each of its DC required to break this item with
blades suddenly has the cleaving a Strength Roll: 12
power of a chainsaw. You can use Accessories: Energy Cell (1/2
this sword as two weapons at once, pound, costs 10 units) Description:
but you willWhip
incur the penalties for There have been many attempts to
Vibronic
double-weapon attacksto(unless you merge vibroblade technology with
Size: Large (-8 penalty conceal hypersharp weapons, creating
have
with athe appropriate
“sleight of hand”Feat).
roll)It takes
a standard action to open a blades with single-molecule
Cost: 300 Units hypersharp edges and vibronic
compartment
Tentative on the
Purchase pommel
DC: 14 (often and
change penetration. All such attempts
illegal) power cells. There is a -2 have failed, and this example
penalty
RequiredtoProficiency:
use this weapon
Exoticif it isn't
switched on, and Handed:
of courseRequires
it's shows why.
Weapon--Melee A short, wide vibroblade about
attack bonus and penetration
1 hand to use Range Increment:
against damage resistance won't the size of a machete, it oscillates
Has 10 feet of Reach “To Hit” at tremendous speed, giving it the
apply.
Bonus: +2 Magazine: 50 penetrating power of a motorized
Rate of Fire: As many times as the saw. An ultra- thin, ultra-sharp
wielder has attacks mono-molecular wire runs around
Damage: 1d6+2 Slashing (17- its edge, making the blade
20/x2), Ignores 5 points of thousands of times sharper than
Hardness or Damage Resistance. the most superb Japanese katana.
Weight: 3 pounds Armor Class: 9 Unfortunately, the vibration
Hardness: 5 Hit Points: 2 makes the monofilament wire dig
DC required to break this item with into the material of the blade,
a Strength Roll: 18 sawing and cutting at it,
Special: A whip can be used to undermining its structural
make trip attacks and if the integrity. Combine this with the
attacker accidentally trips repeated shock of impact and it
themselves they can avoid the will be only a matter of time
effects by dropping the weapon. before the blade undergoes some
A whip grants a +2 on any kind of catastrophic failure. Every
attempt to Disarm a foe with an time you hit something with this
opposed Attack Roll. This whip blade, there is a 2% chance that it
can still be used to make Trip and breaks apart. The odds go up to
Disarm attacks after its power cell 5% if you hit an object that has
runs out of energy. any Damage Resistance or
Accessories: Energy Cell (1/2 Hardness, or a target that is
pound, costs 10 units) Description: wearing armor.
A metal whip that vibrates at When the blade finally breaks
incredible speed, cutting through the hyperwire flies in all directions,
flesh and bone like a buzzsaw. This doing 1d6 slashing damage to 59
is not a nice weapon and it does anything in a 5 foot radius (a
not tend to find its way into the Reflexes Saving Throw vs. DC 18
hands of nice people. It runs on the halves the damage).
It's amazing that this weapon's
sleazy manufacturers can find
replace a spent power cell. replace.

Textronix Model Ultra SmartSword
Size: Large (-8 penalty to conceal Size: Small (No bonus or penalty to
with a “sleight of hand” roll) conceal with a “sleight of hand”
Cost: 250,000 Units to have made. roll)
Only one prototype currently exists Cost: 5,000 Units
and it is not for sale. Tentative Tentative Purchase DC: 23 (Often
Purchase DC: 37 Required Unavailable) Required Proficiency:
Proficiency: Martial-Melee Handed: Simple Handed: Requires 0 or 1
Requires 2 hands to use “To Hit” hand to use Range Increment: -“To
Bonus: +3 Magazine: 75 Hit” Bonus: +1 Magazine: 30
Rate of Fire: As many times as the Rate of Fire: As many times as the
wielder has attacks wielder has attacks
Damage: 1d8+3 Slashing (16- Damage: 1d6+2 Slashing (18-20 x2)
20/x3), ignores 9 points Weight: 1 pound
of Hardness or Damage Resistance Armor Class: 9 (18 in the air)
Weight: 9 pounds Hardness: 10 Hit Points: 2
Armor Class: 12 DC required to break this item with
Hardness: 10 a Strength Roll: 14 (13 to break the
Hit Points: 10 antigravity motor)
DC required to break this item with Special: Ignores 9 points of
a Strength Roll: 20 Hardness or Damage Resistance
Special: Ignores 10 points of Accessories: Energy Cell (1/2
Hardness or Damage Resistance pound, costs 10 units) Description:
Accessories: Energy Cell (1/2 A semi-intelligent computerized
pound, costs 10 units) vibroblade with a built-in
Description: Another attempt to antigravity motor. It can leave the
meld vibroblade technology with user's hand, or for that matter just
hypersharp weapons. This one fly up out of its scabbard (it knows
actually works, but it's far too the Quick Draw feat) and fight on
expensive to ever go into general its own, hovering in mid air as it
production. It looks a little like a cuts and parries. It attacks at a +3
small glaive, with a large bonus on its own (this includes the
rectangular blade mounted at the Vibroblade bonus) The blade
end of a short metal pole. cannot move more than ten feet
The blade is made from from its user, and can only fight on
complex many-layered synthetic its own for thirty rounds in total
materials, designed for exactly before its power cell runs dry and it
the right combination of strength falls harmlessly to the floor.
and flexibility to resist the stress If the blade is attacking by itself,
caused by the vibrating then the user must spend the first
hyperwire. The wire itself is set on round designating appropriate
a pair of internal spools and targets. After that the blade fights
lengthens and contracts with the completely independantly and they
vibration of the blade. can take whatever actions they like.
A lone prototype, this weapon The weapon can follow simple
was produced by a design team instructions like "come here" or
Chainsaws and Buzzsaws
that wanted to prove that it could
be done. They weren't concerned
with making it practical or easy to
"drop to the floor" but it will not
be able to manipulate objects or
pick things up for them.
Aproduce.
cheap Aalternative to vibronic
wealthy adventurer whoweapons, chainsaws,
It can't buzzsaws
even figure out how and the
to turn
weapons
knows thethat evolve
right people from
mightthem
be work by rapidly moving the
on a light-switch or blade, eroding
ring a doorbell.
the
abletarget
to get as muchlike
a blade as this
cutting it. Bulky, heavy, ugly and great, no blood-
soaked cyberpunk
custom-made, but game
it would would
takebea the same without them.
top-flight engineering team at
The
leastweapons
a year tolisted hereand
produce are assumed to run on standard energy cells, but for
all you chainsaw
probably connoisseurs
isn't worth the time and out there we have given most of them the
option
expense. of The
instead being driven
prototype runs offbyana smoky internal combustion engine. Let 'er
rip!
ordinary power cell, clipped to the
side of the haft. It takes a Standard
Action to

60
Accessories: Energy Cell (1/2
pound, costs 10 units), or 1 gallon
of liquid fuel (2 pounds, costs 3
Units) Description: The favored
hand-weapon among violently
disturbed cultures, this is a long,
narrow chainsaw designed
Chainsaw specifically to hurt people. It does
Size: Large (-8 penalty to conceal this job admirably. A noisy weapon,
with a “sleight of hand” roll) it is impossible to kill anyone
Cost: 75 Units Tentative Purchase silently with a Chainsword. There is
DC: 9 Required Proficiency: Simple a variant version which uses liquid
Handed: Requires 2 hands to use Chainsword,
fuel instead of a Double
battery. ItEnded
lasts a
Range Increment: -“To Hit” Bonus: little longer, and can deal out
Size: Huge (Impossible to conceal) 75
+2 Magazine: 40 attacks
Cost: 250 before
UnitsitTentative
runs out Purchase
of gas.
Rate of Fire: As many times as the DC: 13 Required Proficiency: Exotic
wielder has attacks Weapons-Melee Handed: Requires
Damage: 2d6 Slashing (18-20 x3), 2 hands to use Range Increment: --
ignores 5 points of “To Hit” Bonus: +2 Magazine: 40
Hardness or Damage Resistance Rate of Fire: As many times as the
Weight: 10 pounds wielder has attacks
Armor Class: 7 Damage: 2d8/2d8 Slashing (18-20
Hardness: 5 x3), ignores 5
Hit Points: 3 points of Hardness or Damage
DC required to break this item Resistance
with a Strength Roll: 14 Weight: 18 pounds
Accessories: Energy Cell (1/2 Armor Class: 5
pound, costs 10 units), or 1 gallon Hardness: 10
of liquid fuel (2 pounds, costs 3 Hit Points: 5
Units) Description: A generic DC required to break this item with
template for a futuristic chainsaw. a Strength Roll: 14
It has a more powerful and Special: If you use both ends to
efficient motor than 21st century make separate attacks in a single
models, and a chain that is round, you suffer the penalties for
considerably tougher. It takes a making two weapon attacks, as
Standard Action to reload its though you were using a One
power cell. The DM should feel Handed Weapon and a Light
free to vary the stats a little to Weapon (see the Player's
come up with separate models of Handbook, page 124).
chainsaw, if need be. There are Accessories: Energy Cell (1/2
also versions that run on liquid pound, costs 10 units) or 1 gallon
fossil fuel, but they have the same
Chainsword of liquid fuel (2 pounds, costs 3
stats--they
Size: Medium just
(-4take a full
penalty to round Units) Description: Favored by
to reload
conceal withinstead of of
a “sleight a hand”
Standard gladiators and the criminally
Action.
roll) insane, this weapon is the ultimate
Cost: 200 Units Tentative Purchase in excess. Blade
Buzz-Saw With two roaring
DC: 12 Required Proficiency: chainsaw
Size: Smallblades at either
(No bonus end oftoa
or penalty
Martial-Melee Handed: Requires 1 stick,
concealitwithis a “sleight
only slightly
of hand” less
or 2 hands to use Range dangerous
roll) to the wielder than to
Increment: -“To Hit” Bonus: +2 their
Cost: opponent.
50 Units Tentative Purchase
Magazine: 50 DC: 7 Required Proficiency: Simple
Rate of Fire: As many times as the Handed: Requires 1 or 2 hands to
wielder has attacks use Range Increment: -“To Hit”
Damage: 2d8 Slashing (18-20 x3), Bonus: +2 Magazine: 40
ignores 5 points of Rate of Fire: As many times as the
Hardness or Damage Resistance wielder has attacks
Weight: 8 pounds Damage: 2d6 Slashing (18-20 x3),
Armor Class: 7 ignores 5 points of
Hardness: 10 Hardness or Damage Resistance
Hit Points: 5 Weight: 2 pounds
DC required to break this item Armor Class: 9
with a Strength Roll: 14 Hardness: 9

61
Hit Points: 2 find in the hands of a gladiator or
DC required to break this item with a space pirate or someone who
a Strength Roll: 14 thinks both of the above are cool.
Accessories: Energy Cell (1/2 pound, The power cell is either kept
costs 10 units) Description: For inside the handle or clipped to
some reason, evil cyborgs like to the side. It takes a standard action
mount these on their bionic limbs. to change, in either case.
There are also hand-held military Electro-Demolisher
models for the terminally twisted to Size: Large (-8 penalty to conceal
enjoy. It's not a quiet weapon, nor with a “sleight of hand” roll)
does it have a lot of reach, but Cost: 500 Units
there's still so much about it to Tentative Purchase DC: 15
love. This basic template could look Required Proficiency: Exotic
Buzz-Saw Blade
like a traditional poweronsaw,
a Stick
or like Weapons-Melee
some kind of
Size: Large (-8razor-sharp spinning
penalty to conceal Handed: Requires 2 hands to use
fan.
with a “sleight of hand” roll) Range Increment: Has 10 feet of
Cost: 100 Units Reach
Tentative Purchase DC: 10 “To Hit” Bonus: +2
Required Proficiency: Exotic Magazine: 50
Weapons-Melee Rate of Fire: As many times as the
Handed: Requires 2 hands to use wielder has attacks
Range Increment: Has 10 feet of Damage: 2d6 Slashing (18-20 x3),
Reach 1d8 Electricity
“To Hit” Bonus: +2 Weight: 6 pounds
Magazine: 50 Armor Class: 5
Rate of Fire: As many times as the Hardness: 9
wielder has attacks Hit Points: 4
Damage: 2d6 Slashing (18-20 x3), DC required to break this item
ignores 5 points of with a Strength Roll: 14 (13 to ruin
Hardness or Damage Resistance its capacity to give electric
Weight: 5 pounds shocks)
Armor Class: 5 Special: Slashing damage ignores
Hardness: 9 5 points of Hardness or Damage
Hit Points: 4 Resistance Accessories: Energy
DC required to break this item with Cell (1/2 pound, costs 10 units)
a Strength Roll: 14 Description: Space-Barbarians and
Special: Polearm. Has ten feet of heavy metal bassists are the
reach and can be set against a preferred market for this weapon.
charge. It's a kind of huge electrified
Accessories: Energy Cell (1/2 pound, buzz-saw on the end of a ten foot
pole. Anything but a ordinary
Hot, Cold and Electrified Weapons
costs 10 units) Description: A
spinning toothed blade mounted at weapon, it still runs on ordinary
the end of a short metal pole. It's a power cells, interchangeable with
sort ofa poor
Once societyman's
has Vibronic
invented Glaive most
the kind of small, other weapons
powerful andrequired
energy cells
This
to is thelaser
power kindpistols,
of weapon appliances.
you a matter of time
it's only It takes a thinks
before someone standard
of
might one up to a sword or a truncheon, action
hooking so thattoit replace
will giveaoff
spent cell.
a massive
electric shock. From there it is only a short step to hand weapons with built in
heating elements that glow red hot when in use, and eventually to super-
refrigerated clubs and blades which freeze and shatter the target on impact.
Some may call these weapons absurd or at least unethically cruel, yet there is
Hot Blade
always a market for them, nonetheless. Damage: 1d4 Slashing (19-20 x2),
Size: Small (No bonus or penalty 2d6 heat
to conceal with a “sleight of Weight: 1 pound
hand” roll) Armor Class: 9
Cost: 100 Units Tentative Hardness: 10
Purchase DC: 10 Required Hit Points: 2
Proficiency: Simple Handed: DC required to break this item
Requires 1 hand to use Range with a Strength Roll: 15 (14 to ruin
Increment: 10 feet (if thrown) its heating element)
“To Hit” Bonus: +1 Magazine: 75 Accessories: Energy Cell (1/2
Rate of Fire: As many times as pound, costs 10 units), Scabbard
the wielder has attacks (costs 20 Units, weighs 1/2 pound)
Description: A large blade, about
the size of a bayonet. It contains a
heating element that makes the
blade glow red hot. It takes a full 62
action to heat up the
blade, which sizzles when it strikes home. Hot Mace
Size: Medium (-4 penalty to conceal
with a “sleight of hand” roll)
Hot Sword Cost: 250 Units Tentative Purchase
Size: Medium (-4 penalty to DC: 13 Required Proficiency: Simple
conceal with a “sleight of hand” Handed: Requires 1 or 2 hands to
roll) use Range Increment: -“To Hit”
Cost: 300 Units Tentative Purchase Bonus: -Magazine: 75
DC: 14 Required Proficiency: Rate of Fire: As many times as the
Martial-Melee Handed: Requires 1 wielder has attacks
hand to use Range Increment: -“To Damage: 1d6 Bludgeoning (20 x2),
Hit” Bonus: +1 Magazine: 75 2d6 heat
Rate of Fire: As many times as the Weight: 13 pounds
wielder has attacks Armor Class: 7
Damage: 1d8 Slashing (19-20 x2), Hardness: 10
2d6 heat Hit Points: 10
Weight: 5 pounds DC required to break this item with
Armor Class: 7 a Strength Roll: 20 (14 to ruin its
Hardness: 10 heating element)
Hit Points: 5 Accessories: Energy Cell (1/2 pound,
DC required to break this item with costs 10 units) Description: A heavy,
a Strength Roll: 17 (14 to ruin its one-handed metal truncheon made
heating element) from some incredibly hard yet
Accessories: Energy Cell (1/2 olddly flexible metal, ideal for
pound, costs 10 units), Scabbard savage beatings. An intergral
(costs 30 Units, weighs 1 pound) heating element makes the business
Description: A sword, made from end glow red hot. It takes a full
some super-strong, ultra-sharp action to heat up the blade.
Hot Gauntlet
alloy, which has been further Size: Small (no bonus or penalty to
enhanced by an intergral heating conceal with a “sleight-of-hand”
element that makes the blade glow roll)
red hot. This does some additional Cost: 495 Units
damage, but is even better at Tentative Purchase DC: 15
scaring the wits out of your Required Proficiency: Simple
oponent. No one wants to get Handed: Requires 1 hand to use,
anywhere near that thing while it's but that hand can
glowing. It takes a full action to still perform certain tasks with the
heat up the blade. glove on. See
Hot Axe description.
Size: Large (-8 penalty to conceal Range
with a “sleight of hand” roll) Increment: --
Cost: 200 Units Tentative Purchase “To Hit”
DC: 12 Required Proficiency: Bonus: --
Martial-Melee Handed: Requires 2 Magazine:
hands to use Range Increment: -- 75
“To Hit” Bonus: +1 Magazine: 75 Rate of Fire: As many times as the
Rate of Fire: As many times as the wielder has attacks
wielder has attacks Damage: 1d4 Bludgeoning (20 x2),
Damage: 1d8 Slashing, (20 x3) 2d6 2d6 Heat
Heat Weight: 2 pounds
Weight: 7 pounds Armor Class: 9
Armor Class: 7 Hardness: 8
Hardness: 10 Hit Points: 5
Hit Points: 5 DC required to break this item with
DC required to break this item with a Strength Roll: 15 (14 to ruin its
a Strength Roll: 17 (14 to ruin its heating element)
heating element) Accessories: Energy Cell (1/2
Accessories: Energy Cell (1/2 pound, costs 10 units)
pound, costs 10 units) Description: Description: A metal gauntlet that
An axe, made from some super- glows red hot when activated
strong, ultra-sharp alloy, which has (but only on the outside, we
been further enhanced by an hasten to add. The user's hand
intergral heating element that remains cool and comfortable).
makes the blade glow red hot. It A nasty, nasty weapon for close
takes a full action to heat up the personal combat, it has a huge
blade. It's worth the wait to see the psychological impact on most 63
look on your opponent's face. opponents. After some disastrous
early attempts, the makers have
learned not to put the "off"
switch on the outside of the
gauntlet. It takes a full action to
Accessories: Energy Cell (1/2
pound, costs 10 units)
Description: A punch-dagger
made from some superstrong
futurisic alloy, it has been further
enhanced with an intergral
heating element that makes the
blade glow red hot. The weapon
tends to smell of overcooked
meat after it's been used a few
times, and it makes a sizzling
sound as it strikes home. It takes a
full action to heat up the blade.

Red Hot Claws Red Hot Pick
Size: Small (No bonus or penalty
to conceal with a “sleight of Size: Large (-8 penalty to conceal
hand” roll) with a “sleight of hand” roll)
Cost: 190 Units Tentative Cost: 160 Units Tentative
Purchase DC: 12 Required Purchase DC: 12 Required
Proficiency: Martial-Melee Proficiency: Martial-Melee
Handed: Requires 1 or 2 hands to Handed: Requires 2 hands to
use (one set of claws per hand) use Range Increment: -“To Hit”
Range Bonus: +1 Magazine: 75
Increment: -- Rate of Fire: As many times as
“To Hit” the wielder has attacks
Bonus: +1 Damage: 1d6 Piercing (20 x4), 2d6
Magazine: 75 Heat
Rate of Fire: As many times as the Weight: 7 pounds
wielder has attacks Armor Class: 5
Damage: 1d6 Slashing (20 x2) 2d6 Hardness: 10
Heat Hit Points: 23
Weight: 1 pound DC required to break this item with
Armor Class: 9 a Strength
Hardness: 10 Roll: 17 (14 to ruin its heating
Hit Points: 2 element)
DC required to break this item with Accessories: Energy Cell (1/2
a Strength pound, costs 10 units)
Roll: 15 (14 to ruin its heating Description: A futuristic military
element) pick, which has been further
Accessories: Energy Cell (1/2 enhanced by an intergral heating
pound, costs 10 units) Red-Hot
element, whichScythe makes the head
Description: A set of hand-held Size:
glow Large (-8 penalty
red hot. to conceal
This does some
claws, made from some super- with a “sleight
additional of hand”
damage, butroll)
is chiefly
strong, super-sharp futurisic Cost: 360 Units
important for Tentative
the psychological
alloy, further enhanced by an effect that
Purchase DC:it 15
has
Required
on the foe. It
intergral heating element that Proficiency: Martial-Melee
takes a full action to heat the pick
makes the blades glow red hot. It Handed:
to a dull, Requires
angry2 hands to not
red. It's
takes a full action to heat up the use Range Increment:
advisable to leave the -“To heating
Hit”
claws. Word of advice--don't fall Bonus:
element+1 onMagazine:
when you40 aren't using
asleep with the claws on. Also a Rate
it. of Fire: As many times as
poor weapon to use while drunk. the wielder has attacks
Damage: 2d4 Slashing (20 x4) or
Piercing (20 x3)
Hot Katar plus 2d6 Heat
Size: Small (No bonus or penalty Weight: 13 pounds
to conceal with a “sleight of Armor Class: 5
hand” roll) Hardness: 10
Cost: 40 Units Tentative Purchase Hit Points: 8
DC: 6 Required Proficiency: DC required to break this item with
Simple Handed: Requires 1 hand a Strength
to use Range Increment: -“To Hit” Roll: 17 (14 to ruin its heating
Bonus: +1 Magazine: 75 element)
Rate of Fire: As many times as the Accessories: Energy Cell (1/2
wielder has attacks pound, costs 10 units)
Damage: 1d4 Piercing (20 x3), 2d6 Description: A scythe, made from
Heat some super-strong, 64
Weight: 2 pounds
Armor Class: 9
Hardness: 10
Hit Points: 2
DC required to break this item with
ultra-sharp alloy. The blade
contains a heating element that Superchilled Blade
makes the blade glow red hot. It Size: Small (No bonus or penalty to
takes a full action to heat the conceal with a “sleight of hand”
blade up until it glows cherry- red. roll)
It isn't much good for actual Cost: 125 Units Tentative Purchase
reaping, as it tends to set the DC: 11 Required Proficiency: Simple
wheat on fire. Quite frankly, if you Handed: Requires 1 hand to use
find this weapon hanging on Range Increment: -“To Hit” Bonus: -
Motorized
someone's Hook probably
wall, you're and Magazine: 50
dealing with a villain.
Chain, Superheated Model Rate of Fire: As many times as the
Size: Large (-8 penalty to conceal wielder has attacks
with a “sleight of hand” roll) Damage: 1d4 Slashing (19-20 x2),
Cost: 360 Units 2d6 Cold
Tentative Purchase DC: 15 (Often Weight: 1 pound
Unavailable) Required Proficiency: Armor Class: 9
Exotic Weapons-Ranged (also Hardness: 10
works with any other Hook and Hit Points: 2
Chain Weapon) Handed: Requires 2 DC required to break this item with
hands to use Range Increment: Has a Strength Roll: 15 (14 to ruin its
15 feet of Reach “To Hit” Bonus: +1 Cold Attack)
Magazine: 75 Accessories: Energy Cell (1/2 pound,
Rate of Fire: As many times as costs 10 units) Description: A large
the wielder has attacks wide blade, with some kind of
Damage: 1d6 Piercing (20 x2), 2d6 supercooling liquid in a shielded
Heat reservoir in the handle. When the
Weight: 15 pounds sword is unsheathed, the liquid
Armor Class: 7 flows through the blade, cooling it
Hardness: 5 down to near absolute zero. An
Hit Points: 5 energy cell in the weapon's pommel
DC required to break this item with keeps the liquid refrigerated. It
a Strength Roll: 17 (14 to ruin its takes a Standard Action to replace a
heating element) spent cell. If the weapon's power
Accessories: Energy Cell (1/2 source is replaced soon then the
pound, costs 10 units) Description: liquid remains supercold and the
Resembles a small grappling hook superchilled blade continues to
on a chain. It has a reach of 15 feet, function
Superchillednormally. If on the other
Sword
but unlike most reach weapons it hand the weapon
Size: Medium (-4 penalty is left without
to conceal
can also attack targets that are power
with a “sleight of hand” roll) it will
for an hour or more,
directly adjacent to it. take
Cost: five
325 minutes for a fresh
Units Tentative energy
Purchase
The user sinks the hook into an cell to chill the coolant
DC: 14 Required Proficiency:back down.
opponent and then yanks on it with Martial-Melee Handed: Requires 1
an electric winch. The user can drag hand to use Range Increment: -“To
a hooked victim toward them at a Hit” Bonus: -Magazine: 50
rate of 5 feet per round. The target Rate of Fire: As many times as the
can resist if they like. It requires a wielder has attacks
Strength roll vs. DC 18 to keep from Damage: 1d8 Slashing (19-20 x2),
being dragged by the winch. It 2d6 Cold
does an additional 1d4 damage to Weight: 5 pounds
have the winch tug at your injury, Armor Class: 7
whether or not you succeed in Hardness: 10
resisting the pull. Worse, a heating Hit Points: 5
element buried in the blade can DC required to break this item with
render it red hot in just one round, a Strength Roll: 17 (14 to ruin its
doing 2d6 extra damage (it won't Cold Attack)
do extra damage on subsequent Accessories: Energy Cell (1/2 pound,
rounds—once that particular area costs 10 units), Scabbard (costs 30
of the target's flesh has already Units, weighs 1 pound) Description:
been cooked like a steak there isn't A longsword, with a built in
much more you can do to it). reservoir of supercooled liquid in a
The chain-end can also be used shielded reservoir in the handle.
to make trip attacks and if the When the sword is unsheathed, the
attacker accidentally trips liquid flows through the blade,
themselves they can avoid the cooling it down to near absolute
effects by dropping the weapon. It's zero. This not only does cold
a good weapon for entangling damage, but 65
things and grants a +2 on any
attempt to Disarm a foe with an
opposed Attack Roll. The feat
"Weapon Finesse" will allow you to
use your Dexterity Bonus instead of
increases the sword's penetration Rate of Fire: As many times as the
as well, by freezing the material it wielder has attacks
is chopping through. Damage: 1d6 Piercing (20 x4), 2d6
An energy cell in the weapon's Cold
pommel keeps the liquid Weight: 7 pounds
refrigerated. It takes a Standard Armor Class: 5
Action to replace a spent cell. If Hardness: 10
the weapon's power source is Hit Points: 23
quickly replaced then the liquid DC required to break this item with
stays supercold and the sword a Strength Roll: 18 (14 to ruin its
continues to function. If however Cold Attack)
the weapon is left without power Accessories: Energy Cell (1/2
Superchilled
for Gauntlet
an hour or more, it will take pound, costs 10 units) Description:
five
Size: Small (no bonus orenergy
minutes for a new penaltycell
to A military pick, with some kind of
to get thewith
conceal coolant chilled.
a “sleight-of-hand” supercooling liquid in a shielded
roll) reservoir in the handle. Perhaps it's
Cost: 510 Units something like liquid helium or
Tentative Purchase DC: 16 perhaps it's some pseudo-scientific
Required Proficiency: Simple super-cold substance.
Handed: Requires 1 hand to use, When the pick is in use, the
but that hand can liquid is pumped through the
still perform certain tasks with the head, cooling it down to near
gauntlet on. See absolute zero. This does cold
description. damage to the target and it also
Range improves the pick's penetration by
Increment: -- making whatever substance it is
“To Hit” plunging through more brittle.
Bonus: -- An energy cell in the base of
Magazine: 50 the weapon's haft keeps the
Rate of Fire: As many times as the liquid refrigerated. It takes a
wielder has attacks Standard
Superchilled ActionScythe to replace a
Damage: 1d4 Bludgeoning (19-20 spent cell.
Size: Large (-8 penalty to conceal
x2), 2d6 Cold If the
with weapon's
a “sleight powerroll)
of hand” source is
Weight: 3 pounds immediately
Cost: 385 Units replaced
Tentativethen the
Purchase
Armor Class: 9 liquid stays cold and
DC: 15 Required Proficiency: the pick
Hardness: 10 keeps working.Handed:
Martial-Melee If the weapon is left
Requires 2
Hit Points: 5 without power for an hour
hands to use Range Increment: -- or
DC required to break this item more,
“To Hit” it will take-Magazine:
Bonus: five minutes 60for a
with a Strength Roll: 15 (14 to ruin new energy cell to chill the
Rate of Fire: As many times as the
its Cold Attack) coolant.
wielder has attacks
Accessories: Energy Cell (1/2 Damage: 2d4 Slashing (20 x4) or
pound, costs 10 units) Description: Piercing (20 x3),
A bulky steel glove, which can plus 2d6 Cold
lower its external temperature to Weight: 13 pounds
near absolute zero. It takes a full Armor Class: 5
action to chill the gauntlet down. Hardness: 10
It would be ill-advised to wear Hit Points: 8
this item while your mind is DC required to break this item with
wandering. The temptation to a Strength Roll: 17 (14 to ruin its
twiddle your thumbs or Cold Attack)
thoughtlessly rest your head in Accessories: Energy Cell (1/2
your hands could have awkward pound, costs 10 units) Description:
consequences.
Supercold Pick A futuristic (but still recognizable)
An Large
Size: energy(-8cellpenalty
clippedto to conceal
the scythe with some kind of
back
with aof“sleight
the gauntlet
of hand”keeps
roll)the supercooling liquid in a shielded
liquid refrigerated.
Cost: 175 Units It takes a reservoir in the handle. When the a
Standard
Tentative Action
Purchase to DC:
replace a spent button on the handle is pressed,
cell.
12 Required the liquid flows through the blade,
If the weapon's
Proficiency: Martial- power source is cooling it down near absolute zero.
replaced
Melee Handed: within a reasonable This not only does cold damage,
length of2 hands
Requires time, tothe liquid will but actually helps the scythe's
remain
use Rangesupercold and -the gauntlet
Increment: penetration, by making the target
will keep functioning.
“To Hit” Bonus: +1 If however brittle.
the gauntlet
Magazine: 50 is left without power An energy cell in the weapon's
for an hour or more, it will take haft keeps the liquid
five minutes for a new energy cell refrigerated. It takes a Standard 66
to get the coolant chilled. Action to replace a spent cell. If
the weapon is left without
power for an hour or more, it
will take five minutes for
a new energy cell to get the liquid undescribed. A long wand, about
cooled back down. the length of a man's arm, it
Unlike many high-tech scythe delivers 2d6 nonlethal damage
designs, this one really does have (electrical) and 1 -2 points of
some good applications as a normal damage on a successful hit.
farming implement. The Metallic armor offers no protection
superchilled blade does cut against a shockstick, but plastic or
through wheat more efficiently ceramic armor works just fine. It
than a conventional scythe. It still isn't solidly constructed enough to
ShocktoGauntlet
tends find it's way into the use your melee damage bonus with.
hands
Size: Smallpeople
of who or
(no bonus identify a
penalty Over-enthusiastic users who try will
littleconceal
to too muchwithwith aDeath.
“sleight-of- actually do their melee bonus worth
hand” roll) Shockstick
of damage to the Nunchaku
shockstick itself,
Cost: 500 Units rather than their opponent.
Size: Small (No bonus or penalty to
Tentative Purchase DC: 15 conceal with a “sleight of hand” roll)
Required Proficiency: Simple Cost: 60 Units Tentative Purchase
Handed: Requires 1 hand to use, DC: 8 Required Proficiency: Exotic
but that hand can Weapons-Melee Handed: Requires
still perform certain tasks with the 1 or 2 hands to use Range
glove on. Increment: -“To Hit” Bonus: +2 (only
Range Increment: -“To Hit” vs. metal armor) Magazine: 50
Bonus: +2 (only vs. metal Rate of Fire: As many times as the
armor) wielder has attacks, (and as many
Magazine: 50 times as a Monk has Unarmed
Rate of Fire: As many times as attacks)
the wielder has attacks Damage: 1d6 Bludgeoning (20 x2),
Damage: 1d6 Electricity
3d6 Weight: 2 pounds
Electrical Armor Class: 7
Weight: 3 Hardness: 9
pounds Hit Points: 3
Armor DC required to break this item with
Class: 9 a Strength Roll: 15
Hardness: Special: Can be used with a Monk's
9 Hit multiple attacks, just as though it
Points: 5 were an unarmed attack.
DC required to break this item Accessories: Energy Cell (1/2 pound,
with a Strength Roll: 15 costs 10 units) Description:
Accessories: Energy Cell (1/2 Futuristic societies that have never
pound, costs 10 units, takes a outgrown their Kung-Fu Theatre
Standard Action to replace) phase may produce shock-stick
Description: The ultimate joy- nunchaku. They work exactly like
buzzer. An articulated metal glove ordinary, garden variety nunchucks,
with an inconspicous power-pack but do an extra 2d6 nonlethal
on the back, when activated by damage. Very popular with space-
the user's mental pulse it gives ninjas, yet mostly sold to juvenile
out a thousand volts of pure fun! delinquents. Accidentally hitting
Your friends will scream for help yourself with them is even more
when you show them this swell embarrasing than it is with regular
new gag. nunchuks.

Shockstick
Size: Medium (-4 penalty to
conceal with a “sleight of hand” Shockstick Staff
roll) Size: Large (-8 penalty to conceal
Cost: 50 Units Tentative with a “sleight of hand” roll)
Purchase DC: 7 Required Cost: 240 Units Tentative Purchase
Proficiency: Simple Handed: DC: 13 Required Proficiency: Simple
Requires 1 hand to use Range Handed: Requires 2 hands to use
Increment: -“To Hit” Bonus: +2 Range Increment: --
(only vs. metal armor)
Magazine: 50
Rate of Fire: As many times as
the wielder has attacks
Damage: 2d6 Nonlethal, 1d2 67
Electrical
Weight: 3 pounds
Armor Class: 7
Hardness: 5
Hit Points: 3
“To Hit” Bonus: +2 (only vs. metal Handed: Requires 1 or 2 hands to
armor) use (one set of claws per hand)
Magazine: 50 Range Increment: -“To Hit” Bonus:
Rate of Fire: As many times as the +2 (only vs. metal armor)
wielder has attacks Magazine: 50
Damage: 1d6 Bludgeoning (20 x2), Rate of Fire: As many times as the
2d6 Electricity wielder has attacks
Weight: 4 pounds Damage: 1d6 Slashing (19-20 x2)
Armor Class: 5 plus 2d6 Electricity
Hardness: 9 Weight: 1 pound
Hit Points: 4 Armor Class: 9
DC required to break this item Hardness: 10
with a Strength Roll: 15 Hit Points: 2
Accessories: Energy Cell (1/2 DC required to break this item with
pound, costs 10 units) a Strength Roll: 14 (13 to ruin it as
Description: A double-ended an electrical weapon) Accessories:
shockstick, long enough to be Energy Cell (1/2 pound, costs 10
used as a quarterstaff. Generally units) Description: A set of metal
used by gladiators, or sometimes claws, with specially insulated
as a weapons-training tool in handles. On impact, they deliver a
martially-inclined/crazy-mean massive electric shock. The wielder
cultures.
Robot This weapon
Disrupter Wand is more can easily toggle the electroshock
durable than a riot control prod, option on and off without using
Size:
and canSmall
be (no
usedbonus or penalty
with any of the their other hand, so it's simple to
to
featsconceal with toa staffs.
that pertain “sleight-of-
Apply decide whether or not you want to
hand” roll)
your melee damage bonus use up a charge on a particular
Cost: 500 Units Tentative Purchase
normally. opponent. The power cell fits into
DC: 15 Required Proficiency: the handle. It's the same kind used
Simple Handed: Requires 1 hand to
to use Range Increment: -“To Hit”
power energy
Electrified
countless small
Swordweapons and
household
Bonus: +2 (only vs. metal armor) Size: Medium (-4 penalty to
appliances.
conceal withItatakes a standard
“sleight of hand”
Magazine: 30 action to change power cells, and
Rate of Fire: As many times as the roll)
for this
Cost: you'll
300 Unitshave to have at least
wielder has attacks one hand Purchase
free.
Damage: 1d6 Electricity vs. most Tentative DC: 14 (often
targets, 5d12 (17-20 unavailable) Required Proficiency:
x4) Electricity vs. Robots Martial-Melee Handed: Requires 1
Weight: 3 pounds hand to use Range Increment: -“To
Armor Class: 7 Hit” Bonus: +2 (only vs. metal
Hardness: 5 armor)
Hit Points: 3 Magazine: 50
DC required to break this item Rate of Fire: As many times as the
with a Strength Roll: 15 wielder has attacks, (and as many
Special: Does only 1d6 damage to times as a Monk has Unarmed
living targets, but 5d12 to sentient attacks)
robots Damage: 1d8 Slashing (19-20 x2)
Accessories: Energy Cell (1/2 +1d6 Electricity or
pound, costs 10 units) 2d6 Nonlethal Electrical damage
Description: A short, chunky wand Weight: 5 pounds
with two flat metal prongs Armor Class: 7
protruding from one end. This Hardness: 10
device was designed specifically Hit Points: 5
to disrupt a robot's positronic DC required to break this item with
brain (or whatever special gizmo a Strength Roll: 17 (13 to ruin it as
makes robots sentient in your an electrical weapon) Accessories:
campaign world). It does still pack Energy Cell (1/2 pound, costs 10
enough juice to injure a human units), Scabbard (costs 20 Units,
Electroshock
being, although with Clawsnothing like weighs 1/2 pound) Description:
the catastrophic
Size: Small (No effect
bonus itorhas on
penalty Few cultures regularly produce
cybernetic
to conceal entities. It may of
with a “sleight or hand”
may electrified swords, but decadent
not do equal amounts of damage
roll) aristocrats and leering arch-villains
to non-sentient
Cost: 185 Units hardware--it's may have them specially made. On
strictly thePurchase
Tentative DM's call.
DC: a successful attack, the weapon
12 Required Proficiency: delivers an additional 2d6
Martial-Melee nonlethal damage or an extra 1d6
normal electrical damage. The user
can also elect not to use a charge, 68
or to do only electrical damage to
the target by striking them with
the flat of the sword. Subtle finger
pressures on the haft control the
level and type of electrical
attacks, they could do nonlethal Weight: 4 pounds Armor Class:
damage with the first one, normal 9 Hardness: 5 Hit Points: 2
damage with the second, no DC required to break this item with
electrical damage with the third or a Strength Roll: 14 (13 to ruin it as
for that matter any other such an electrical weapon) Accessories:
combination in a single round. Energy Cell (1/2 pound, costs 10
units) Description: Popular with
kinky arch-villainesses and sweaty
bare-chested guys in hoods, this
whip can deliver an electric charge
when the button on the handle is
pressed. The whip itself does only
1d3 Nonlethal damage, but the
Electrified Rapier electric shock can be set to do
Size: Medium (-4 penalty to either 2d6 nonlethal or 1d6 normal
conceal with a “sleight of hand” damage, depending on the
roll) Amperage. Like all whips, it can be
Cost: 400 Units Tentative Purchase used to make trip attacks and if the
DC: 15 Required Proficiency: attacker accidentally trips
Martial-Melee Handed: Requires 1 themselves they can avoid the
hand to use Range Increment: -“To effects by dropping the weapon. A
Hit” Bonus: +2 (only vs. metal whip grants a +2
Motorized on any
Hook attempt to
and
Disarm a foe with an opposed
armor)
Magazine: 50
Chain, Electroshock Model
Attack Roll.
Size: Large (-8 penalty to conceal
Rate of Fire: As many times as the with a “sleight of hand” roll)
wielder has attacks, (and as many Cost: 350 Units
times as a Monk has Unarmed Tentative Purchase DC: 14 (Often
attacks) Unavailable) Required Proficiency:
Damage: 1d6 Piercing (18-20 x2) Exotic Weapons-Ranged (also
+1d6 Electrical or works with any other Hook and
2d6 Nonlethal Chain Weapon) Handed: Requires 2
Weight: 4 pounds hands to use Range Increment: Has
Armor Class: 7 15 feet of Reach “To Hit” Bonus: +2
Hardness: 10 (only vs. metal armor)
Hit Points: 5 Magazine: 50
DC required to break this item with Rate of Fire: As many times as the
a Strength Roll: 16 (13 to ruin it as wielder has attacks
an electrical weapon) Accessories: Damage: 1d6 Piercing (20 x2) +1d6
Energy Cell (1/2 pound, costs 10 normal
units), Scabbard (costs 20 Units, Electricity or 2d6 Nonlethal
weighs 1/2 pound) Description: Electricity damage
Great for sneering, moustache- Weight: 15 pounds
twirling villains with names like Armor Class: 7
"Baron Blitzkrieg” or "Count Hardness: 5
Elektro” this fencing foil can deliver Hit Points: 5
a 1d6 electrical charge when it DC required to break this item with
strikes home, or 2d6 worth of a Strength Roll: 17 (13 to ruin it as
nonlethal damage. You can opt to an electrical weapon) Accessories:
hit the target with the flat of the Energy Cell (1/2 pound, costs 10
sword and do only the electrical or units) Description: Resembles a
nonlethal damage (this is a great small grappling hook with a strange
way to show contempt for an high-tech looking module attached
unworthy foe). to the base of the grapnel. It has a
reach of 15 feet, but unlike most
reach weapons it can also attack
Electrified Whip targets that are directly adjacent to
Size: Medium (-4 penalty to it.
conceal with a “sleight of hand” It works by sinking the hook into
roll) an opponent and then yanking on
Cost: 100 Units Tentative Purchase it with an electric winch. The user
DC: 10 can drag a hooked victim toward
Required Proficiency: Exotic them at a rate of 5 feet per round if
Weapons-Ranged (also works with the target fails a Strength contest
any other Whip) vs. DC 18. It does an additional 1d4
Handed: Requires 1 hand to use damage when the winch starts
Range Increment: -“To Hit” Bonus: pulling on the target’s wound, 69
+2 (only vs. metal armor) whether or not the target wins the
Magazine: 50 Strength contest. If that isn't
Rate of Fire: As many times as the sufficient to take the fight out of
wielder has attacks, (and as many the target, the hook can also give
times as a Monk has Unarmed out a jolt of electricity for an
attacks)
It grants a +2 on any attempt to drains one charge from the power
Disarm a foe with an cell. The cell itself is the same type
opposed Attack Roll. The feat used in most energy weapons and
"Weapon Finesse" will takes a full round to replace.
allow you to use your Dexterity
Bonus instead of your
Strength Bonus with this weapon.
The electroshock module and the
winch both run
on the same power source. Each
use of either one

Force-Projection Weapons
Force-field technology makes a whole new generation of melee weapons
available. Bladed weapons that don't have
any physical cutting surface at all, they instead project a blade-shaped force-
field when switched on. They have
considerably more penetrating power than any bladed weapon made out of
conventional matter--even hypersharp
weapons and vibroblades can't match a force-field weapon in terms of pure
cutting power.
Force-Katar Force-Gauntlet
Size:advanced
An Small (No weapons
bonus or penalty to force-field
technology, Size: Small (no tend
blades bonustoor appear
penalty atto
concealthe
around withsame
a “sleight of the
time as hand”
lastroll)
generationconceal
of with a “sleight-of-hand”
Cost: 60weapons
blaster Units Tentative
(unless Purchase roll)
of course the DM decides otherwise).
DC: 8 Required Proficiency: Simple Cost: 515 Units
Handed:
The sameRequires
technology 1 hand
can to use
also Tentativethe
be made to enhance Purchase
impact DC:
of a16
Range Increment:
bludgeoning weapon,-“Todelivering
Hit” Bonus: Required Proficiency: Simple
a jolt of extra
+4 Magazine:
impact when it30 Handed: Requiresweapons
strikes home. Both sorts of power-enhanced 1 hand toareuse,
Rate of
listed Fire: As many times as the
below. but the hand can still
wielder has attacks be used to perform normal tasks (at
Damage: 1d4+3 Piercing (18-20 x3) a -2 penalty)
Weight: 2 pounds Armor Class: 9 when it isn’t making an attack.
Hardness: 5 (This applies only to the Range
haft--the blade is not a physical Increment: --
object and cannot be physically “To Hit”
attacked) Bonus: +1
Hit Points: 2 Magazine: 30
DC required to break this item with Rate of Fire: As many times as the
a Strength Roll: 14 wielder has attacks
Accessories: Energy Cell (1/2 pound, Damage: Variable, see description
costs 10 units) Description: A short, Weight: 4 pounds
squat-looking handgrip with two Armor Class: 9
prongs sticking up past the line of Hardness: 8
your fist. Hit Points: 4
When switched on, it projects a DC required to break this item with
solid blade of force over the end of a Strength Roll: 16
your knuckles and can be used as a Accessories: Energy Cell (1/2
punching dagger. Some experts pound, costs 10 units) Description:
note that punch- daggers derive A large, clumsy looking metal
their extra penetration by glove, much bigger than the hand
transmitting the whole force of the inside it. When switched on it
wielder's arm into the target and crackles with energy and is
there isn't really any need to surrounded by a kind of bluish-
increase the penetration of a white aura. The glove uses force-
weapon that already slices through projection technology to drastically
flesh like it isn't even there. magnify the impact of a blow. With
Nonetheless there is a market for practice, the user can learn how to
this weapon, mostly among cultures do as little as 1d4 (19-20 x2) or as
that have used punch- daggers for much as 4d4 (19-20 x2) damage
centuries and built up whole with each punch. You can use your
schools of combat techniques strength bonus with this weapon,
around them. The power cell slots both to hit and to do damage. The
into the base, behind the handgrip. gauntlet carries its power cell
It takes a Standard Action to reload. clamped to the outside of the wrist.70
It takes a standard action to replace
a spent cell.
DC required to break this item with
a Strength Roll: 19
Accessories: Energy Cell (1/2
pound, costs 10 units) Description:
A power rod as long as a polearm.
Power Rod The Force Lance has a range of
Size: Medium (-4 penalty to conceal about ten feet and can't effectively
with a “sleight of hand” roll) strike anything inside its own
Cost: 225 Units Tentative Purchase reach. While it is an energy
DC: 13 Required Proficiency: Simple weapon, it only requires a Martial
Handed: Requires 1 hand to use Melee Weapon proficiency to use
Range Increment: -“To Hit” Bonus: and the user can apply their
+3 Magazine: 40 StrengthStaff
Force Bonus to the attack. It
Rate of Fire: As many times as the takesLarge
Size: a Standard Actiontotoconceal
(-8 penalty replace
wielder has attacks its
withenergy cell. of hand” roll)
a “sleight
Damage: 1d10+2 Bludgeoning (19- Cost: 350 Units Tentative Purchase
20 x2) DC: 14 Required Proficiency:
Weight: 2 pounds Armor Class: 7 Simple Handed: Requires 2 hands
Hardness: 10 Hit Points: 10 to use Range Increment: -“To Hit”
DC required to break this item with Bonus: +3 Magazine: 50
a Strength Roll: 18 Rate of Fire: As many times as the
Accessories: Energy Cell (1/2 pound, wielder has attacks
costs 10 units) Description: A power Damage: 1d10+2 Bludgeoning (19-
rod releases a bolt of force when it 20 x2)
strikes its target, magnifying the Weight: 4 pounds Armor Class: 5
impact. It operates on roughly the Hardness: 10 Hit Points: 10
same principle as a blaster and DC required to break this item with
although it is technically an energy a Strength Roll: 19
weapon, anyone can use it without Special: If you use both ends to
any special weapon proficiency. make separate attacks in a single
You can use your strength bonus round, you suffer the penalties for
with this weapon, both to hit and attacking with two weapons in one
for damage. It runs on the same round, as though you were using a
kind of power cell as most energy One Handed Weapon and a Light
weapons. It takes a Standard Action Weapon (see the Player's
to replace a used-up cell. Handbook, page 124).
Accessories: Energy Cell (1/2
pound, costs 10 units) Description:
A long, double-ended power rod. It
can be used like a quarterstaff, with
all the usual restrictions regarding
double attacks. It takes a Standard
Action to replace its energy cell.
Force Field Sword
Size: Medium (-4 penalty to
Force Lance conceal with a “sleight of hand”
Size: Large (-8 penalty to conceal roll)
with a “sleight of hand” roll) Cost: 450 Units Tentative Purchase
Cost: 550 Units Tentative Purchase DC: 15 Required Proficiency:
DC: 16 Required Proficiency: Simple Martial-Melee Handed: Requires 1
Handed: Requires 2 hands to use hand to use Range Increment: -“To
Range Increment: Has 10 feet of Hit” Bonus: +4 Magazine: 30
Reach “To Hit” Bonus: +3 Magazine: Rate of Fire: As many times as the
50 wielder has attacks
Rate of Fire: As many times as the Damage: 1d8+3 Slashing (18-20 x2)
wielder has attacks Weight: 2 pounds Armor Class: 13
Damage: 1d10+2 Bludgeoning (19- Hardness: 5 (This applies only to
20 x2) the haft--the blade is not a
Weight: 14 pounds Armor Class: 5 physical object and cannot be
Hardness: 10 Hit Points: 10 physically attacked)
Hit Points: 3

71
DC required to break this item
with a Strength Roll: 15
Accessories: Energy Cell (1/2 pound,
costs 10 units) Description: A big,
bulky sword haft made from metal
and plastic, with a focusing ring
where the blade should be. When
switched on, it projects a tranparent
greenish plane of force in the shape
of a blade. This pseudo-solid blade
is both sharper and stronger than
any sword made out of real matter.
It is also lighter, and because of its Force Field Axe
strange balance it requires special Size: Large (-8 penalty to conceal
training to use. A force-sword feels with a “sleight of hand” roll)
all wrong to someone who is used Cost: 300 Units Tentative Purchase
to wielding conventional blades. It DC: 14 Required Proficiency:
takes a Standard Action to replace Martial-Melee Handed: Requires 2
its power cell. hands to use Range Increment: --
“To Hit” Bonus: +4 Magazine: 50
Rate of Fire: As many times as the
wielder has attacks
Damage: 1d8+3 Slashing (18-20 x3)
Weight: 6 pounds Armor Class: 5
Hardness: 5 (This applies only to
the haft--the blade is not a
Force Field Halberd physical object and cannot be
Size: Huge (Impossible to conceal) physically attacked)
Cost: 475 Units Tentative Purchase Hit Points: 5
DC: 15 Required Proficiency: DC required to break this item
Martial-Melee Handed: Requires 2 with a Strength Roll: 18
hands to use Range Increment: Has Accessories: Energy Cell (1/2
10 feet of Reach “To Hit” Bonus: +4 pound, costs 10 units) Description:
Magazine: 50 A long metal rod, which when
Rate of Fire: As many times as the switched on projects a solid blade
wielder has attacks of force from one side. Its energy
Damage: 1d10+3 Slashing (18-20 cell fits into the pommel and takes
x3) a standard action to reload.
Weight: 14 pounds Armor Class: 5 The weapon looks and functions
Hardness: 5 (This applies only to the like an axe, but it isn't especially
haft--the blade is not a physical useful as one. If you are cutting
object and cannot be physically firewood and chopping down trees
attacked) with a force-blade, you don't need
Hit Points: 5 the leverage of an axe behind you.
DC required to break this item with Any old force-blade will cut
a Strength Roll: 17 through wood like butter and
Accessories: Energy Cell (1/2 mounting it on an axe-handle just
pound, costs 10 units) Description: makes it needlessly large.
A long metal pole, tipped with a Clearly this isn't really intended
force- field projector nozzle. as a tool--it's a weapon, made to
When activated, the weapon be used by someone who is
projects a large blade-like already familiar with axes, and
forcefield from its tip and can be doesn't want to learn a whole new
used as a polearm. The force-field weapon system. That generally
blade is a great deal sharper and means that they've invested a lot
more durable than any physical of time in learning how to fight
cutting surface, including with an axe, so if you see someone
monofilament wire. Double-Bladed
carrying this weapon,Force Field
treat them
It is unclear why anyone would Sword
with caution (even though they
need a force-blade polearm on a might also be carrying ittobecause
battlefield dominated by ranged Size: Huge (Impossible conceal)
they think
Cost: it looks
550 Units tough).Purchase
Tentative
weapons (if your enemy is out of
your reach, why not just shoot DC: 16 Required Proficiency: Exotic
him?) but perhaps they are used by Weapons-Melee Handed: Requires
gladiators or ceremonial palace 2 hands to use
guards or in weird futuristic
jousting matches. 72
The weapon's energy cell is
located under the second hand-
grip, near the middle of the
shaft. It takes a Standard Action
to reload.
Range Increment: -- Required Proficiency: Simple
“To Hit” Bonus: +4 Handed: Requires 0 or 1 hand
Magazine: 25 to use Range Increment: -“To
Rate of Fire: As many times as the wielder has Hit” Bonus: +3 Magazine: 30
attacks Rate of Fire: As many times as
Damage: 1d8+3/ 1d8+3 Slashing (18-20 x2) the wielder has attacks
Weight: 14 pounds Damage: 1d10+2/1 d10+2
Armor Class: 9 Bludgeoning (18-20 x3)
Hardness: 5 (This applies only to the Weight: 5 pounds
haft--the blades Armor Class: 5 (15 in the air)
are not physical objects and cannot Hardness: 10 Hit Points: 5
be physically DC required to break this item
attacked) with a Strength Roll: 17 (13 to
Hit Points: 3 break the antigravity motor)
DC required to break this item with a Strength Accessories: Energy Cell (1/2
Roll: 15 pound, costs 10 units) Description:
Special: If you use both ends to A semi-intelligent computerized
make separate attacks power staff with an integral
in a single round, you suffer the antigravity motor. It can leave the
penalties for making user's hand and fight on its own,
two weapon attacks, as though you hovering in mid air as it strikes
were using a One and parries. It attacks at a +3
Handed Weapon and a Light bonus on its own The weapon
Weapon (see the Player's cannot move more than ten feet
Handbook, page 124). away from its user, and can only
Accessories: Energy Cell (1/2 pound, fight on its own for thirty rounds
costs 10 units) in total before its power cell runs
Description: When one force-field dry and it falls out of the air.
sword just isn't If the staff is attacking on its
enough, accept no substitutes own, then the user must designate
(unless of course
Remote you
Control Power its targets on the first round (this
can somehow lay hands on a takes a standard action). After that
Staff
double-bladed fusion the staff fights completely
Size: Large
sword). Ideal (-8for
penalty to people
cutting concealyou
with a “sleight of
independantly. It does not require
hand” roll)into
don't like concentration or take up any of
Cost:
funny6,500
shapes.Units
It runs on a standard the wielder’s actions once the
Tentative
energy cell,Purchase
the DC: 24 (Often targets have been designated.
Unavailable)
same type used to power blaster The weapon can follow
pistols and so forth. simple instructions like "come
Superheavy Weapons
It takes a standard action to pop an expended
cell out the side and slip a new one in.
energy
here" or "drop to the floor" but
it will not be able to manipulate
An irresponsible use of some very advancedobjects or pick
technology, things up.weapons
Superheavy
have a core made of ultra-dense, collapsed matter, and should be impossible
to lift, but each one is equipped with a small antigravity engine that allows it to
be picked up. The weapon may be light enough to wield, but it has lost none
of its gigantic mass, and hits with the force of a speeding truck.
Most cultures advanced enough to produce something like this have better
things to use their super-science on than bashing one another over the head,
so you can really only buy Superheavy weapons from hyper-advanced societies
that have grown extremely bored and/or malignant. Unscrupulous emissaries
from Uber-civilizations may sell them to louts in horned helmets whose
cultures are still at the stage where bashing one another over the head
occupies a lot of their time, or just hand them out to guys who look like they
would use them in amusingly destructive ways.
There are two whopping drawbacks to using Superheavy weapons. The first is
that the antigravity generator eventually runs out of power, and the weapon
will sit there, useless and unmovable until its energy cell is replaced.
The second is that while a superheavy weapon strikes the target with
tremendous force, all that colossal momentum has to go somewhere if it
misses. If a character fails to hit the target with a superheavy melee weapon
they must make a Reflexes Saving Throw vs. DC 15. If they fail, the weapon
spins them around helplessly and they are instantly facing in a random
direction. They must then make another Reflexes Saving Throw vs. DC 12 to 73
keep from falling down, unless there is no feasible way for this to happen.
In zero gravity, they won't fall down, but will have to make a Strength Roll vs.
DC 20 to stop spinning. Let them roll once per round until they succeed, let go
of the weapon or starve to death. There may be special equipment (powerful
but this we leave in the hands of the DM.

Cost: 300 Units
Tentative Purchase DC: 14 (Often
Unavailable) Required
Proficiency: Simple Handed:
Requires 1 hand to use Range
Increment: -“To Hit” Bonus: +1
Magazine: 60
Rate of Fire: Once per round
Damage: 1d6+2 Bludgeoning (17-
20 x2), Ignores 5
points of Hardness or Damage
Resistance
Weight: 4 pounds (3 tons if the
antigravity motor
Quantum Mass Sword fails)
Size: Medium (-4 penalty to conceal Armor
with a “sleight of hand” roll) Class: 9
Cost: 700 Units Hardness:
Tentative Purchase DC: 17 (Often 15 Hit
Unavailable) Required Proficiency: Points: 50
Martial-Melee Handed: Requires 1 DC required to break this item
hand to use Range Increment: -“To with a Strength Roll: 35 (15 to
Hit” Bonus: +3 Magazine: 50 smash the antigravity unit and
Rate of Fire: As many times as the render the weapon permanently
wielder has attacks inert and too heavy to lift)
Damage: 1d8+2 Slashing (17-20 Special: Can only be lifted
x3), Ignores 5 points because of its onboard anti-
of Hardness or Damage Resistance gravity generator. When the
Weight: 6 pounds (3 tons if the power cell runs out, the weapon
antigravity motor becomes impossible for anyone
fails) with a Strength of less than 50 to
Armor move.
Class: 7 Accessories: Energy Cell (1/2
Hardness: pound, costs 10 units) Description:
10 Hit A solid bar of hyperdense
Superheavy Nunchaku matter.
Points: 50 You'dSmall
Size: never(No bebonus
able to lift it, but
or penalty
DC required to break this item the onboard
to conceal anti-gravity
with a “sleight generator
of
with a Strength Roll: 35 (15 to makes it
hand” roll)light as a feather, without
smash the antigravity unit and cutting
Cost: 600down
Units its bone-crushing
render the weapon permanently mass. This
Tentative Purchaseclub DC:has enough
16 (Often
inert and too heavy to lift) momentum to knock even the
Unavailable) Required
Special: Can only be lifted largest of your
Proficiency: Exoticenemies
Weapons- through
because of its onboard anti- something
Melee Handed:big Requires
and hard. 1 orIt's2 the
gravity generator. When the truncheon
hands to use forRange
crunchin'! The baton
Increment: --
power cell runs out, the weapon with theBonus:
“To Hit” womp+1on! Change80the
Magazine:
becomes impossible for anyone antigravity
Rate of Fire:engine's
Once perbatteries
round every
with a Strength of less than 50 six weeks and get ready
Damage: 1d6+2 Bludgeoning to bring
(17-
to move. on the thump!
20 x2), Ignores 5
Accessories: Energy Cell (1/2 pound, points of Hardness or Damage
costs 10 units), Scabbard (1/2 Resistance
pound, costs 35 Units) Weight: 3 pounds (3 tons if the
Description: Do you want to hurt antigravity motor
people? Sure, we all do! And with fails)
the amazing new Quantum Mass Armor
Sword from Slamco, it's never been Class: 9
easier. Built around a core of Hardness:
Hyperdense Matter, it would be way 15 Hit
too heavy to lift without its handy Points: 50
built-in antigravity projector. Easy DC required to break this item
to pick up, it loses none of its with a Strength Roll: 35 (15 to
colossal mass, which you can put to smash the antigravity unit and
work on your enemies in the form render the weapon permanently
of Awesome, Unstoppable inert and too heavy to lift) 74
Cleavage! It hits as hard as a truck Special: Can only be lifted
and it’s as sharp as a razor. because of its onboard anti-
Available for a limited time, not gravity generator. When the
sold in stores, act now and put the power cell runs out, the weapon
Accessories: Energy Cell (1/2 agonizing, bone-crushing
pound, costs 10 units), Cool impact! Change the antigravity
pseudo-silk carrying case with engine's batteries every six
glow-in-the-dark dragons on it weeks and you’ll have the
(1/4 pound, costs 5 units). clobber of the gods in your
Description: It's the amazing new sweaty, eager hands!.
Tuff-Chuks from Slamco! Ideal for
the space-ninja on your Christmas
gift list, these nunchucks are
wrapped around a double core of
hyperdense matter. They'd be way
too heavy to lift, let alone flail
around like proper nunchuks, but
each one has a tiny built-in
antigravity generator. You can
swing them around like Bruce Lee,
even though they have the mass of
a full-sized car. Just wait til you see
the look on your enemy’s face
when they get a clobber full of
these chuks! Don't be fooled by
imitators! Cheapo chuks are a
ninja disaster--they'll break when
the beating is only half done, every
Superheavy Axe
Size: Large (-8 penalty to conceal
time! For flailing on stuff, for with a “sleight of hand” roll)
wailing on stuff, accept no Cost: 900 Units
substitute! Tentative Purchase DC: 17 (Often
Unavailable) Required Proficiency:
Superheavy Hammer Martial-Melee Handed: Requires 2
Size: Large (-8 penalty to conceal hands to use Range Increment: -“To
with a “sleight of hand” roll) Hit” Bonus: +1 Magazine: 70
Cost: 360 Units Rate of Fire: Once per round
Tentative Purchase DC: 15 (Often Damage: 2d6+2 Slashing (17-20 x3),
Unavailable) Required Proficiency: ignores 5 points
Martial-Melee Handed: Requires 2 of Hardness or Damage Resistance
hands to use Range Increment: -- Weight: 14 pounds (3 tons if the
“To Hit” Bonus: +1 Magazine: 80 antigravity motor
Rate of Fire: Once per round fails)
Damage: 1d10+2 Bludgeoning (17- Armor Class: 7 Hardness: 15 Hit
20 x2), ignores 5 Points: 55
points of Hardness or Damage DC required to break this item with
Resistance a Strength Roll: 35 (15 to smash the
Weight: 20 pounds (3 tons if the antigravity unit and render the
antigravity motor weapon permanently inert and too
fails) heavy to lift) Special: Can only be
Armor lifted because of its onboard anti-
Class: 5 gravity generator. When the power
Hardness: cell runs out, the weapon becomes
15 Hit impossible for anyone with a
Points: 60 Strength of less than 50 to move.
DC required to break this item Allows the wielder to use the "Great
with a Strength Roll: 35 (15 to Cleave" feat without actually having
smash the antigravity unit and learned it.
render the weapon permanently Accessories: Energy Cell (1/2 pound,
inert and too heavy to lift) costs 10 units) Description: It's the
Special: Can only be lifted amazing new Tuff-Axe from
because of its onboard anti- SlamCo! It gives you the chop that
gravity generator. When the just won't stop! Based around a
power cell runs out, the weapon core of super-dense collapsed
becomes impossible for anyone matter, the blade of this axe should
with a Strength of less than 50 to be far too heavy for anyone to lift,
move. so we've equipped it with its own
Accessories: Energy Cell (1/2 antigravity engine. Light enough to
pound, costs 10 units) Description: swing, it still loses none of its
It's the amazing new "Tuff- colossal mass, which you can pass
Hammur" from SlamCo! It bashes! on to the opponent of your choice 75
It smashes! It puts the whammy in the form of Vicious Cleaving
on! Based around a core of super- Power! Change the antigravity
dense collapsed matter, the engine's batteries every six weeks
hammer is far too heavy for any and get ready to do some brutal
sentient being to lift, so it comes things!
Special: Can only be lifted because
Superheavy Flail of its onboard anti-gravity
Size: Large (-8 penalty to conceal generator. When the power cell
with a “sleight of hand” roll) runs out, the weapon becomes
Cost: 625 Units impossible for anyone with a
Tentative Purchase DC: 16 (Often Strength of less than 50 to move.
Unavailable) Required Proficiency: Accessories: Energy Cell (1/2
Martial-Melee Handed: Requires 2 pound, costs 10 units) Description:
hands to use Range Increment: -“To Are you tired of getting your pick
Hit” Bonus: +1 Magazine: 80 stuck inside some poor mook
Rate of Fire: Once per round while you're stealing his stuff? Do
Damage: 1d10+2 Bludgeoning (17- you hate those revolting messes
20 x2), ignores 5 when you have to work it out by
points of Hardness or Damage hand? Do your space-pirate friends
Resistance call you "sticky-pick"? Then it's
Weight: 18 pounds (3 tons if the time to get the amazing new "Tuff-
antigravity motor Pick" from SlamCo. It's the pick
fails) that won't stick and that makes
Armor 'em say "ick!" Yes, through the
Class: 5 miraculous penetrating power of
Hardness: Hyperdense matter, we've created
15 Hit Small
the Superheavy
ultimate
antipersonnel
Pick
in swing-actuated
poking implements.
Points: 60 Size: Small (No bonus or penalty to
DC required to break this item You
conceal canwith
punch holesofthrough
a “sleight hand” a
with a Strength Roll: 35 (15 to starship
roll) hull with it and still smash
smash the antigravity unit and a tomato! The
Cost: 500 Units antigravity engine in
render the weapon permanently the handlePurchase
Tentative makes itDC: possible to lift,
15 (Often
inert and too heavy to lift) so remember
Unavailable) to change
Required the
Proficiency:
Special: Can only be lifted batteries
Simple Handed:everyRequires
six weeks
1 hand to
because of its onboard anti- prevent embarrassing
to use Range Increment:mishaps.
-“To Hit”
gravity generator. When the Bonus: +2 Magazine: 25
power cell runs out, the weapon Rate of Fire: As many times as the
becomes impossible for anyone wielder has attacks
with a Strength of less than 50 to Damage: 1d4+2 Piercing (17-20 x3),
move. ignores 5 points
Accessories: Energy Cell (1/2 pound, of Hardness or Damage Resistance
costs 10 units) Description: A giant Weight: 4 pounds (3 tons if the
steel ball at the end of a chain, antigravity motor
ready to satisfy all
Superheavy your needs for
Pick fails)
bashing
Size: Large (-8 penalty ball
and hurt. The is built
to conceal Armor Class: 5 Hardness: 15 Hit
around
with a “sleight of hand” roll) matter
a core of hyperdense Points: 45
and
Cost:weighs as much as a truck, but
850 Units DC required to break this item
thanks to the
Tentative PurchaseonboardDC: antigravity
17 (Often with a Strength Roll: 30 (15 to
motor you can
Unavailable) swing itProficiency:
Required like a dead smash the antigravity unit and
rat You'll be a one-man
Martial-Melee Handed: Requires wrecking2 render the weapon permanently
crew of violence with this
hands to use Range Increment: baby -“To inert and too heavy to lift)
swinging
Hit” Bonus: from
+2 your fist! Get
Magazine: 55 ready Special: Can only be lifted
to bring down the walls
Rate of Fire: As many times as and bring
the because of its onboard anti-
on the savage
wielder beatings!
has attacks gravity generator. When the
Damage: 1d6+2 Piercing (17-20 x4), power cell runs out, the weapon
ignores 5 points becomes impossible for anyone
of Hardness or Damage Resistance with a Strength of less than 50 to
Weight: 7 pounds (3 tons if the move.
antigravity motor Accessories: Energy Cell (1/2
fails) pound, costs 10 units) Description:
Armor If you thought the amazing new
Class: 5 Tuff- Pick was just for space-
Hardness: barbarians and brain-eating star-
15 Hit vermin, think again! This handy
Points: 50 new one-handed model can fit
DC required to break this item under your jacket and yet still
with a Strength Roll: 35 (15 to packs enough impact to solve all
smash the antigravity unit and your interpersonal squabbles. The
render the weapon permanently Hyperdense matter core gives it
inert and too heavy to lift) the mass of an elephant, while the
antigravity module in the handle 76
makes it as easy to swing as a
domestic cat. It's the most fun you
can have with just one hand!
Fusion
In most campaigns, fusion bladesBlades
are rare--the legendary weapons of some
mystical order of star knights or other. They will tend not to be found on the
shelf of your local army surplus store or pawn shop, and any price listed here
for one is strictly tentative.
They work by projecting a blade shaped plasma flame, so hot that it is actually
undergoing nuclear fusion at its core. How an energy discharge of this
intensity is kept under control is a tightly guarded secret, but there seems to
be some kind of force field containing the flame. There are a number of
different types of fusion blade--the technology can be used to mimic virtually
any kind of bladed slashing weapon. Some of Energy
the mostClaws
common variations are
listed beneath. Size: Small (No bonus or penalty to
conceal with a “sleight of hand”
roll)
Cost: 1,200 Units
Tentative Purchase DC: 18 (Often
Unavailable) Required Proficiency:
Martial-Melee Handed: Requires 1
or 2 hands to use (one set of claws
per hand)
Range
Fusion Sword Increment: --
Size: Tiny (+4 bonus to conceal “To Hit”
with a “sleight of hand” roll) Bonus: +5
Cost: 1,500 Units Magazine: 30
Tentative Purchase DC: 19 (Often Rate of Fire: As many times as the
Unavailable) Required Proficiency: wielder has attacks
Exotic Weapons-Melee (also works Damage: 1d6+3 Fusion (18-20 x2)
with any other Fusion melee Weight: 1 pound Armor Class: 9
weapon) Hardness: 10 (This applies only to
Handed: Requires 1 or 2 hands to the handle--the blades are not
use Range Increment: -“To Hit” physical objects and cannot be
Bonus: +5 Magazine: 50 physically attacked)
Rate of Fire: As many times as the Hit Points: 2
wielder has attacks DC required to break this item with
Damage: 1d8+5 Fusion (17-20 x3) a Strength Roll: 15
Weight: 1 pound Armor Class: 13 Accessories: Energy Cell (1/2
Hardness: 7 (This applies only to pound, costs 10 units) Description:
the haft--the blade is not a A metal framework which fits over
physical object and cannot be your hand. When it is switched on,
physically attacked) five blade-shaped plasma flames
Hit Points: 3 flare out of it like claws. The claws
DC required to break this item with can be used to parry both
a Strength Roll: 15 projectile and energy weapon
Accessories: Energy Cell (1/2 attacks. In game terms, this gives
pound, costs 10 units) Description: you a +3 to your Armor Class vs. all
The favorite weapon of mysterious ranged attacks, unless you are
space-knights everywhere. It looks surprised or attacked from behind.
like a short metal rod, with a Wearing claws on both hands gives
plasma containment nozzle at one you the ability to strike twice, at
end. When switched on it emits a the usual penalties for double-
long, thin, vaguely sword-shaped attacks. It does not increase your
plasma flame which makes a armor class any further.
distinctive deep humming sound
when swung. This is an amazingly
potent hand-to-hand weapon--
one you won't find one hanging in
a rack at a sporting goods store. Double-Bladed Fusion
For some reason it is actually Sword
capable of parrying energy Size: Tiny (+4 bonus to conceal
weapons (don't ask me how) and with a “sleight of hand” roll)
adds +3 to the wielder's AC while
it is switched on. If the sword is left
on without hitting anything, it 77
burns up one charge per half hour.
Cost: 3,000 Units glaive itself is (in most campaign
Tentative Purchase DC: 22 (Often words) exotic in the extreme. You
Unavailable) Required Proficiency: are unlikely to find a fusion glaive
Exotic Weapons-Melee (also works on the shelf at Astro-Bob's Lethal
with any other Fusion melee Weapons Emporium. The cell fits
weapon) into a compartment near the
Handed: Requires 2 hands to use center of the pole, just behind one
Range Increment: -“To Hit” Bonus: of the hand-grips. It takes a
+5 Magazine: 50 Standard Action toFlingering
Plasma-Blade reload.
Rate of Fire: As many times as the Size: Small (No bonus or penalty
wielder has attacks to conceal with a “sleight of hand”
Damage: 1d10+5 Fusion (17-20 x3) roll)
Weight: 2 pounds Armor Class: 9 Cost: 2,000 Units
Hardness: 7 (This applies only to Tentative Purchase DC: 20
the haft--the blades are not Required Proficiency: Exotic
physical objects and cannot be Weapons--Ranged
physically attacked) Handed: Requires 1 hand to use
Hit Points: 3 Range Increment: 40 Feet
DC required to break this item with “To Hit” Bonus: +5
a Strength Roll: 15 Magazine: 50
Accessories: Energy Cell (1/2 Rate of Fire: As many times as the
pound, costs 10 units) Description: wielder has attacks
When a fusion sword just isn't cool Damage: 1d4+5 Fusion (17-20/x3)
enough, you need the double- Weight: 1
bladed model. It can parry energy pound
attacks and adds +3 to the Armor
wielder's AC while it is switched Class: 15
on. If the sword is left on without Hardness: 7 (This applies only to
hitting anything, it burns up two the central unit--the blades are
charges per half hour. You can use not physical objects and cannot
it as two weapons at once, but will be physically attacked)
incur
Fusion all the usual penalties for
Glaive Hit Points: 3
double-weapon
Size: Huge (can'tattacks (unless of
be concealed) DC required to break this item
course
Cost: youUnits
900 have the appropriate with a Strength Roll: 15
Feat). Might
Tentative be worth
Purchase DC:it17
to (Often
look Accessories: Energy Cell (1/2
this cool, though.
Unavailable) Required Proficiency: pound, costs 10 units) Description:
Exotic Weapons-Melee (also works A flying four-bladed fusion
with any other Fusion melee weapon that returns to the
weapon) caster's hand after striking the
Handed: Requires 2 hands to use target. Equipped with a tiny
Range Increment: Has 10 feet of antigravity motor, it is somehow
Reach “To Hit” Bonus: +5 keyed to its owner's unique
Magazine: 50 energy signature and knows how
Rate of Fire: As many times as the to return to them even if they
wielder has attacks have moved while it is in flight. It
Damage: 1d8+5 Fusion (17-20 x3) also knows to shut down its
Weight: 12 pounds Armor Class: 5 quadruple plasma flames just
Hardness: 7 (This applies only to before it reaches your hand, to
the haft--the blade is not a prevent embarrassing and painful
physical object and cannot be accidents.
physically attacked) For game Control
Remote purposes it Double-
isn't really
Hit Points: 6 possible to attack the device while
DC required to break this item with Bladed Fusiona Sword
it's in flight--it's ranged attack,
a Strength Roll: 17 Size:
not anTiny (+4 bonus
independent to conceal
construct. If it
Accessories: Energy Cell (1/2 with
were a somehow
“sleight of hand” roll) from
prevented
pound, costs 10 units) Description: Cost: Artifact,
returning to DMits sets price (if
owner basedfor
A short metal pole, tipped with a on situation,
example theyusually not for
teleported sale.the
away)
blazing fusion "blade". Like all of Tentative
device wouldPurchase
settleDC: N/A to the
gently
these exotic fusion hand weapons, Required
floor and Proficiency:
switch itself Exotic
off.
it has the ability to parry blasts Weapons-Ranged (also works
Despite the incredibly with
advanced
from energy weapons (don't ask any other thought-actuated
technology used to produce this
me, ask George Lucas) and adds Remote-
weapon, Control
it runs melee
on anweapon)
ordinary
+3 to the user's armor class. The Handed: Requires
power cell, compatible 0 or with
1 hand
mostto
AC bonus only works against use
other energy weapons. It takes a
attacks the wielder expects. If Standard Action to replace an
surprised, they gain no bonus. It empty cell 78
runs on a standard power cell,
interchangeable with a great many
energy weapons, but the
technology required to build the
Range Handbook, page 124).
Increment: -- Accessories: Energy Cell (1/2
“To Hit” pound, costs 10 units) Description:
Bonus: +5 A short black cylinder with
Magazine: 30 glowing, sword-shaped plasma
Rate of Fire: As many times as the flame blazing out of either end.
wielder has attacks It has a built-in antigravity motor
Damage: 1d8+5/1d8+5 Fusion (17- and an onboard targeting
20 x2) computer, which allows it to leave
Weight: 3 pounds Armor Class: 9 the user's hand and fight on its
(18 in the air) own, hovering in mid air as it cuts
Hardness: 10 (This applies only to and parries. It attacks at a +5
the haft--the blades are not bonus on its own (this includes the
physical objects and cannot be Fusion Weapon bonus) The
physically attacked) weapon cannot move more than
Hit Points: 4 ten feet from its user, and can only
DC required to break this item with fight on its own for thirty rounds in
a Strength Roll: 16 (13 to break the total before its power cell is
antigravity motor) exhausted and it falls. The blade
Special: This weapon has the fights completely independantly
capacity to fight independently of and doesn't need to be directed by

Miscellaneous Futuristic Melee
its wielder. If the wielder uses it as the user. It has the required feat to
a hand weapon they suffer the attack twice at no penalty.
penalties for making two weapon
Weapons
attacks, as though they were using
a One Handed Weapon and a Light
Weapon (see the Player's
There are other futuristic melee weapons that don't fit into any of the
categories above. Here's a mixed grab-bag, a jumbled toybox of violence
Carnifex
for you, in no particular order. Play nice!
Size: Small (No bonus or penalty to Thump-Club
conceal with a “sleight of hand” Size: Medium (-4 penalty to
roll) conceal with a “sleight of hand”
Cost: 200 Units roll)
Tentative Purchase DC: 12 (Often Cost: 300 Units Tentative Purchase
Unavailable) Required Proficiency: DC: 14 Required Proficiency:
Simple Handed: Requires 1 hand to Simple Handed: Requires 1 hand to
use Range Increment: -“To Hit” use Range Increment: -“To Hit”
Bonus: -Magazine: 1 (spring- Bonus: -Magazine: 1 (spring-
loaded, never runs out of shots but loaded, never runs out, but takes a
takes a full action to reset for full action to reset for another
another blow) blow)
Rate of Fire: As many times as the Rate of Fire: Once per round
wielder has attacks, but takes a full Damage: 3d6 Bludgeoning (19-20
action to reset Damage: 2d6 x2)
Piercing (18-20 x3) Weight: 4 pounds Armor Class: 9
Weight: 1 pound Armor Class: 9 Hardness: 10 Hit Points: 4
Hardness: 5 Hit Points: 3 DC required to break this item with
DC required to break this item with a Strength Roll: 16
a Strength Roll: 15 Description: A short, rounded
Description: This unpleasant device truncheon with a button on the
functions according to the same handle. When the button is
principle as a slaughterhouse bolt- pressed, a powerful set of springs
gun. It is a kind of short stabbing extends the truncheon to twice its
spear with a powerful coiled spring normal length. It's impossible to
inside. When activated, the carnifex close the truncheon up by hand, so
suddenly doubles in length, a small electric winch pulls it back
plunging into the victim's flesh with into place instead.. It takes a
far more power than human Standard Action for the truncheon
muscles could provide. It takes a to reload itself. The battery which
standard action to pull the spring runs the winch holds enough
back into place. The carnifex is power for 20 reloads before it has
used by the medics of fascistic Star to be replaced. There are other
Empires to euthanize wounded versions of this weapon that use a
men on the battlefield, by crazed blank pistol cartridge to fire the
genetic engineers to get rid of their truncheon instead of a spring. They
mistakes and would also be handy take a full round to reload, but of 79
for administering the coup-de- course they also have no battery to
grace to anyone you might care to replace. Apart from this, the two
hunt for sport. weapons are identical. You can
also use the truncheon as an
ordinary club, although this their Str Bonus when using this
somehow isn't as satisfying. weapon Description: A futuristic
sword-cane. It does not take a
standard action to ready this
Spring-Loaded Wrist Blade weapon, provided that you already
Size: Small (No bonus or penalty to have the object which conceals it in
conceal with a “sleight of hand” roll) hand. Player Characters will usually
Cost: 50 Units Tentative Purchase have to have these specially made,
DC: 7 Required Proficiency: Martial- but a few sleazy shops in unsavory
Melee Handed: Requires 0 hands to corners of the world might carry
use (Wrist-mounted) Range them. If a player character wants to
Increment: -“To Hit” Bonus: -Rate of have one made, the DM should
Fire: As many times as the wielder decide what kind of object could
has attacks reasonably conceal a blade of this
Damage: 1d6 Piercing, (2d6 when length. A rapier could be
first launched) Makes critical hits reasonably hidden in an umbrella
with a 17-20 x3 on the first round of "King
or Kobra"
a walking stick, Telescoping
and with
combat, 19-20 x2 after that. futuristic
Metal metals
Truncheon technology one
Weight: 2 pounds Armor Class: 13 might
Size: telescope
Small of
when out from an
extendedWithobject
(No
Hardness: 10 Hit Points: 2 the
bonuslength a
or penalty flashlight.
to conceal very
with a
DC required to break this item with advanced technology, who knows?
“sleight of hand” roll), Tiny when
a Strength Roll: 17 folded up (+4 bonus to conceal
Special: Does an extra 1d6 of with a “sleight of hand” roll)
damage on first round of combat, Cost: 50 Units Tentative Purchase
does not need to be readied or DC: 10 Required Proficiency: Simple
drawn. Description: A spring-loaded Handed: Requires 1 hand to use “To
concealed blade, worn around the Hit” Bonus: -Rate of Fire: As many
user's forearm. A simple flick of the times as the wielder has attacks
wrist and it pops out at tremendous Damage: 1d6 Bludgeoning (20/x2)
force, doing an extra d6 damage. Weight: 2 pounds Armor Class: 8
Extending the blade is a free action- Hardness: 5 Hit Points: 3
-it takes effectively no time to ready DC required to break this item with
this weapon. This model is made a Strength Roll: 15
from advanced materials Description: A jointed spring-steel
unavailable in our epoch, and is truncheon that can be closed up
both stronger and lighter than such like a telescope. It folds down into a
a weapon would be if it were rod no longer than your hand and
constructed today. It also holds an takes effectively no time to unfold
edge better and has more powerful to its full length. Folding it back up
springs. Indeed, the spring is so takes a Standard Action. It is
powerful that it takes a whole extremely flexible and functions
round
Concealedto gently push the blade
Rapier almost like a short metal whip in
back into its hiding
Size: Medium (-4 penalty place,to
soconceal
most combat. The chief advantage to this
users
the canewillwith
onlyado the extra
“sleight damage
of hand” weapon is that it is easy to conceal.
on
roll.the
Thefirst round
blade ofiscombat.
itself automatically Any rolls made to spot it or detect
hidden) it with a Search while it's folded up
Cost: 300 Units Tentative Purchase suffer a -4 penalty. It doesn't even
DC: 14 Required Proficiency: leave much of a bulge under your
Martial-Melee Handed: Requires 1 shirt.
Ceramic Blade
hand to use Range Increment: -“To Size: Tiny (+4 bonus to conceal with
Hit” Bonus: -Rate of Fire: As many a “sleight of hand” roll)
times as the wielder has attacks Cost: 250 Units
Damage: 1d6 Piercing (18-20 x2) or Tentative Purchase DC: 13 (usually
1d6 Bludgeoning if sheathed (20 x2) illegal) Required Proficiency: Simple
Weight: 3 pounds Armor Class: 9 Handed: Requires 1 hand to use
Hardness: 10 Hit Points: 3 Range Increment: -“To Hit” Bonus: -
DC required to break this item with Rate of Fire: As many times as the
a Strength Roll: 16 wielder has attacks
Special: User can apply their Dex Damage: 1d6 Slashing (19-20 x2)
Bonus instead of Weight: 1 pound

80
Armor Class: 9 bayonet. It is invisible to metal
Hardness: 8 Hit detectors and cuts deeper holes in
Points: 2 its victims than shorter ceramic
DC required to break this item with blades (good for those hard-to
a Strength Roll: 16 reach places!) It also makes law-
Accessories: Scabbard (costs 20 enforcement personnel get very
Units, weighs 1 pound) excited if they find you in
Description: A knife made entirely Low-End
possession of Plastic
it. Sword
from ceramic materials, it holds an Size: Medium (-4 penalty to
edge almost as well as a metallic conceal with a “sleight of hand”
blade. It is invisible to metal roll)
detectors. It is also illegal almost Cost: 50 Units
everywhere, since its one real use is Tentative Purchase DC: 6 (often
for assassinations. unavailable or illegal)
Ceramic Stiletto Required Proficiency: Martial
Size: Tiny (+4 bonus to conceal Handed: Requires 1 hand to use
with a “sleight of hand” roll) “To Hit” Bonus: -Rate of Fire: --
Cost: 250 Units Damage: 1d6 Slashing (20/x2)
Tentative Purchase DC: 13 (usually Weight: 3 pounds Armor Class: 7
illegal) Required Proficiency: Hardness: 3 Hit Points: 4
Simple Handed: Requires 1 hand to DC required to break this item with
use Range Increment: 10 feet (if a Strength Roll: 14
thrown) Accessories: Scabbard (Costs 15
“To Hit” Bonus: -Rate of Fire: As Units, weighs 1 pound)
many times as the wielder has Description: A cheap, crummy, low-
attacks quality plastic sword. Made from
Damage: 1d4 Piercing (19-20 x2) some sort of futuristic polymer, it
Weight: 1 pound Armor Class: 13 holds an edge well enough to cut,
Hardness: 8 Hit Points: 1 won't show up on an x-ray and
DC required to break this item with leaves no traceable metal residue
a Strength Roll: 14 in the wound. Yet it isn't so much
Description: A slender ceramic an assassin's weapon as it is the
dagger made for stabbing kind of thing you'd see a post-
rather than slashing. It comes in apocalyptic mutant wielding. It's
a spring- loaded handle. also popular with prisoners and
Invisible to metal detectors, it is with guys who live like rats in the
sure to arouse instant suspicion walls of more advanced
in any law-enforcement officer civilizations. A desperately inferior
who sees it and recognizes it for weapon, it will become uselessly
what it is. For this is the Razor
blunt Fan
after 2d6 blows and can't be
unmistakable
Ceramic calling card of an re-sharpened.
assassin. Shortsword
Size: Small (No bonus or penalty to
Size: Small (No bonus or penalty to conceal with a “sleight of hand”
conceal with a “sleight of hand” roll)
roll) Cost: 500 Units Tentative Purchase
Cost: 500 Units DC: 15 Required Proficiency: Exotic
Tentative Purchase DC: 15 (usually Weapons-Melee Handed: Requires
illegal) Required Proficiency: 1 hand to use Range Increment: --
Martial-Melee Handed: Requires 1 “To Hit” Bonus: +1
hand to use Range Increment: -“To Rate of Fire: As many times as the
Hit” Bonus: -Rate of Fire: As many wielder has attacks
times as the wielder has attacks Damage: 1d6 Slashing (18-20 x3)
Damage: 1d8 Slashing (19-20 x2) Weight: 1 pound Armor Class: 9
Weight: 3 pounds Armor Class: 9 Hardness: 9 Hit Points: 2
Hardness: 8 Hit Points: 5 DC required to break this item with
DC required to break this item with a Strength Roll: 14
a Strength Roll: 16 Description: An incredibly sharp
Accessories: Scabbard (costs 30 folded metal fan. Suitably cruel and
Units, weighs 1 pound) decadent for any futuristic Yakuza
Description: Extremely determined assassins on your Christmas gift
or thorough assassins may require list.
the use of this large all-ceramic

81
Injection Device
Size: Diminutive (+8 bonus to
conceal with a “sleight of hand” Sonic Disrupter Wand
roll) Size: Small (no bonus or penalty to
Cost: 50 Units Tentative Purchase conceal with a “sleight-of-hand”
DC: 7 Required Proficiency: Simple roll)
Handed: Requires 1 hand to use Cost: 500 Units Tentative Purchase
Range Increment: -“To Hit” Bonus: DC: 15 Required Proficiency: Simple
-Magazine: 5 Handed: Requires 1 hand to use
Rate of Fire: Once per round Range Increment: -“To Hit” Bonus: -
Damage: Varies, according to what Magazine: 30
kind of substance Rate of Fire: As many times as the
it is loaded with. See description wielder has attacks
Weight: 1 pound Damage: 3d6 Sonic (18-20 x3) to
Armor Class: 9 living targets, 1d6
Hardness: 3 (20 x2) to non-living materials or
Hit Points: 1 targets with an AC
DC required to break this item higher than 19
with a Strength Roll: 10 Weight: 3 pounds
Accessories: Gas Cartridge (weighs Armor Class: 7
1/10 pound, costs 5 units), Hardness: 3
poisons, caustic chemicals, lethal Hit Points: 3
pathogens, etc. (cost and weight DC required to break this item with
determined by type, at the DM's a Strength Roll: 13
discretion) Special: Does not work in vacuum
Description: A gas-powered Accessories: Energy Cell (1/2 pound,
injection module, about the size costs 10 units) Description: A short-
and shape of a pistol, which fires range version of the sonic disrupter
drugs or poison through the gun. With a successful touch attack,
victim's skin at close range. This it emits a vibratory pulse that rips
model is designed specifically for the flesh right off the target's
use on unwilling targets and is bones. It runs on an ordinary power
much tougher and more solidly cell that is compatible with most
constructed than the kind you energy
Bang weapons. The wand takes a
Stick
might see in a doctor's
Micro-Injection office. It
Device Standard Action
Size: Medium (-4to reload.to conceal
penalty
injects
Size: any
Fine (+12 of bonus to conceal of
a wide variety with a “sleight of hand” roll)
unpleasant
with afive
“sleightsubstances--equip
of of
hand” roll) it Cost: 10 Units Tentative Purchase
with
Cost: 30yourdoses
Unitschoice. the poison or DC: 3 Required Proficiency: Simple
drug of
Tentative Purchase DC: 5 (usually Handed: Requires 1 hand to use
illegal) Range Increment: -“To Hit” Bonus: -
Required Proficiency: Simple Rate of Fire: Once per round
Handed: Requires 1 hand to use Damage: 4d6 Bludgeoning (17-20
Range Increment: -“To Hit” Bonus: x3)
-Rate of Fire: Once per round Weight: 3 pounds Armor Class: 7
Damage: Varies, according to what Hardness: 4 Hit Points: 2
kind of substance it is loaded with. DC required to break this item with
Weight: 1/10 pound Armor Class: a Strength Roll: 12
13 Hardness: 2 Hit Points: 1 Description: The poor man's power
DC required to break this item rod. A bang stick consists of a small
with a Strength Roll: 9 shaped-charge explosive at the end
Accessories: Gas Cartridge (weighs of a stick. It goes off when you poke
1/10 pound, costs 5 units), things with it and hopefully does
Poisons, caustic chemicals, more damage to them than to
pathogenic loads, etc. (cost and yourself. This is a one-use weapon,
weight determined by type, at the and is generally made from some
DM's discretion) disposable material. Primitive
Description: A tiny, one-shot models are made with shotgun
injection device that can easily be shells and are largely used to fend
concealed in someone's palm. It off big underwater carnivores (No
fires a soundless gas cartridge that joke! As insane as it sounds to try to
will send a load of toxins or drugs fight off a hungry shark with a
through the victim's skin without shotgun shell on a stick, that's really
leaving a mark. Load it with what divers use). More advanced
whatever foul, noxious substance versions become available in some
your twisted heart desires. societies, but they are also popular
82
with low-tech cultures that lack Tentative Purchase DC: 7 (usually
the capacity to manufacture illegal)
firearms and have to make do Required Proficiency: Simple
with improvised weapons. Handed: Requires 1 hand to use
Range Increment: -“To Hit” Bonus: -
Multi-Use Bang Stick Rate of Fire: Once per round
Size: Medium (-4 penalty to Damage: 4d6 Piercing (17-20 x3)
conceal with a “sleight of hand” +3d8 poison (DC 20 to resist)
roll) Weight: 3 pounds Armor Class: 7
Cost: 300 Units Tentative Hardness: 4 Hit Points: 2
Purchase DC: 14 DC required to break this item with
Required Proficiency: a Strength Roll: 12
Simple Handed: Requires Description: A yet more vicious
1 or 2 hands to use variation on bang- stick
Range Increment: -“To technology. This one has a
Hit” Bonus: -Magazine: 3 neurotoxin packed in with the
Rate of Fire: As many times as flechette load.
the wielder has attacks
Damage: 3d6 Bludgeoning (17-20
x3) Bang Stick With Boreworm
Weight: 3 Head
pounds
Armor Size: Medium (-4 penalty to
Class: 7 conceal with a “sleight of hand”
Hardness: 4 roll)
Hit Points: Cost: 150 Units
2 Tentative Purchase DC: 11 (usually
DC required to break this item with illegal) Required Proficiency: Simple
a Strength Roll: 12 Handed: Requires 1 hand to use
Description: If for some reason an Range Increment: -“To Hit” Bonus:
advanced society were to try to +2 vs. Armor Only Rate of Fire:
develop bang-stick technology Once per round Damage: Special,
further, they might come up with see description Weight: 3 pounds
something like this. A long molded Armor Class: 7 Hardness: 4 Hit
wand with a With
streamlined-looking Points: 2
Bang
pod at
Stick
the end,
Flechette
it holds three DC required to break this item with
Size:
stacked Medium (-4
shape-charges penaltywhich
to a Strength Roll: 12
conceal
detonate with a “sleight of
one at a time. You canhand” Description: A bang-stick tipped
roll)
even snap another pod onto the with a horrible little drill-bit rocket,
Cost:
end 30 Units
once you're finished with it. which actually burrows into the
Tentative
Reloading Purchase
takes a DC: 5 (Often
standard action. target's flesh, doing 1 d6 Piercing
Unavailable) Required Proficiency: damage for 1 -6 rounds until it runs
Simple Handed: Requires 1 hand to out of fuel or comes to rest against
use Range Increment: -“To Hit” something too solid for it to dig
Bonus: -Rate of Fire: Once per through. A strictly one-shot
round Damage: 4d6 Piercing (17- weapon, used for thrill-hunting or
20 x3) Motorized
particularly sickHook and
murders.
Weight: 3 Chain, Envenomation
pounds Model
Armor Size: Large (-8 penalty to conceal
Class: 7 with a “sleight of hand” roll)
Hardness: 4 Cost: 330 Units
Hit Points: Tentative Purchase DC: 14 (Often
2 Unavailable) Required Proficiency:
DC required to break this item with Exotic Weapons-Ranged (also
a Strength Roll: 12 works with any other Hook and
Description: A more advanced Chain Weapon) Handed: Requires 2
bang-stick, packed with needle- hands to use Range Increment: Has
Bang Stick instead
sharp flechettes With Toxic
of shotgun 15 feet of Reach “To Hit” Bonus: --
pellets. This one holds only a single
Flechettes
charge but it is possible to build Magazine: Energy cell can power
Size: Medium
them with (-4 penalty to
up to four. the device for 30 rounds. Poison
conceal with a “sleight of hand” Reservoir holds 10 doses of venom
roll) Rate of Fire: As many times as the
Cost: 50 Units wielder has attacks
Damage: 1d6 Piercing (20 x2), 3d8
poison (DC 18 to 83
resist) You control it through a cybernetic
Weight: 13 pounds glove which you wear over your
Armor Class: 7 hand. The floating gauntlet, or
Hardness: 5 Hit Points: "Waldo", will do exactly what your
5 hand does, and it's a great deal
DC required to break this item with stronger. Count it as a Strength 25
a Strength Roll: 17 construct, which can move through
Accessories: Energy Cell (1/2 pound, the air at 30 feet per round. It has
costs 10 units) Description: This “perfect” manueverability in the air
weapon resembles a small and can stop on a dime, reverse
grappling hook on a chain (it is also direction, hover or even move
available in a wide variety of backwards if need be. Like most
stylized decorative forms, from a constructs, it is immune to pain,
dragon's head to a bird's foot to a fear, mind control, illusions, etc.
clutching steel hand). It has a reach You can feel through the waldo,
of 15 feet but unlike most reach so if for some reason you lost sight
weapons it can also attack targets of it you could continue to use it,
that are directly adjacent to it. with all the usual penalties for
You sink the hook into an being blind.
opponent and then yank on it with It can ram targets like a fist for
an electric winch. You can drag a 2d6 Bludgeoning Damage. It can
hooked victim toward you at a rate
of 5 feet per round if the winch
Heavy
also
25 points
Construction
Grapple
of
opponents with
Strength. If it
Waldo
its full
succeeds,
Size: Waldo itself is Huge
beats the victim at a Strength on the next round
(Impossible it can the
to conceal), begin to
Control
contest vs. DC 18. Being dragged crush them for 1d6 damage
Unit is Small (No bonus or penalty per
does an additional 1d4 damage. round. You with
to conceal rarelya sees waldoes
“sleight of hand”
The hook can also release a dose used
roll) as military weapons but they
of venom which requries a Saving have
Cost: plenty of applications
1,000 Units Tentative for
Throw vs. DC 18 and will do 3d8 crime.
Purchase DC: 18 Required
damage to the target if they fail Proficiency: Simple Handed:
their roll. Requires 1 hand to use Range
This weapon can be used to make Increment: -“To Hit” Bonus: --
trip attacks and if you accidentally Magazine: 45
trip yourself you can avoid the Rate of Fire: As many times as the
effects by dropping the weapon. It wielder has attacks
grants a +2 on any attempt to Damage: Multiple Types, see
Disarm
Killer a foe with an opposed
Waldo description Weight: 3 pounds
Attack
Cost: 250Roll.
Units The feat Purchase
Tentative "Weapon (control gauntlet) 50 pounds
Finesse"
DC: 13 Required Proficiency:use
will allow you to your
Simple (Waldo Unit)
DexterityRequires
Handed: Bonus 1instead
hand toof useyour Armor Class: 3 at rest, 15 when in
Strength Bonus with
Range Increment: this
-“To Hit”weapon.
Bonus: - use Hardness: 10 Hit Points: 60
The winch
Magazine: 55 runs on the same type DC required to break this item with
of
Ratepower cellAs
of Fire: used in most
many timesenergy
as the a Strength Roll: 25 (15 to disable
weapons
wielder has and takes a full round to
attacks the control unit)
replace.
Damage:The 2d6poison reservoir
Bludgeoning (20takes
x2) Accessories: Cybernetic Control
two minutes to carefully refill.
Weight: 3 pounds (control gauntlet) Glove (weighs 1/2 pound, costs
15 pounds (Waldo Unit) 300 units to replace, but comes
Armor Class: 3 at rest, 15 when in with the waldo for no extra cost,
use Hardness: 10 Hit Points: 30 AC 15, Hardness 2, 3 HP),
DC required to break this item with Miniature Energy Cell (1/20
a Strength Roll: 22 (15 to disable pound, costs 30 units, fits into the
the control unit) Control Glove), Energy Cell (1/2
Accessories: Cybernetic Control pound, costs 10 units, fits into the
Glove (weighs 1/2 pound, costs 300 main Mobile Waldo Unit), Fuel
Units to replace, but comes with the Canister for welding torch (weighs
waldo for no extra cost, AC 15, 1 pound, costs 10 Units to replace,
Hardness 2, 3 HP), Miniature Energy although the unit is sold with a
Cell (1/20 pound, costs 30 units, fits full canister in place)
into the Control Glove), Energy Cell Description: A heavy-construction
(1/2 pound, costs 10 units, fits into waldo. It's a large construct which
the main Mobile Waldo Unit) you control through a cybernetic
Description: A large metal gauntlet, glove. Its effective Strength is 25
equipped with an antigravity and it can move through the air at
module that allows it to float in 30 feet per round. It has “perfect”
mid-air. manueverability in the air, and can
reverse direction, hover, move 84
straight up, move backwards, etc. It
is immune to pain, fear, mind
control, illusions, and any other
mind-affecting technique. Unlike
many waldoes, this one doesn't
2d6 flame damage at Close range, Damage: Multiple types, see
a drill which does 1d6 Piercing description
Damage (19-20 x3) and ignores up Weight: 6 pounds
to 10 points of Hardness and a Armor Class: 5
rotary blade which does 1 d8 Hardness: 10
Slashing damage (20 x2) and Hit Points: 5
ignores up to 3 points of DC required to break this item with
Hardness. It can also Grapple a Strength Roll: 17 (15 to disable
opponents with a set of Strength the control unit)
25 steel pincers, and does 1d4 Special: This weapon has ten feet
Grabber
damage per Armround to the target of reach, but unlike most weapons
while they are
Size: Large (-8grappled.
penalty to It can also
conceal with reach, it can also hit targets
ram targets for 2d4 Bludgeoning
with a “sleight of hand” roll) which are closer.
Damage.
Cost: 350 Units Tentative Purchase Accessories: Energy Cell (1/2
DC: 14 Required Proficiency: Exotic pound, costs 10 units, fits into the
Weapons-Melee Handed: Requires main Mobile Waldo Unit), Fuel
1 hand to use Range Increment: Canister for welding torch (weighs
Has 15 feet of Reach “To Hit” 1/2 pound, costs 5 Units to
Bonus: -Magazine: 60 replace, although the unit is sold
Rate of Fire: As many times as with a full canister in place)
the wielder has attacks Description: A construction and
Damage: Multiple types, see repair tool, designed for welding
description and electrical work in hard-to
Weight: 5 pounds reach places. You frequently see
Armor Class: 5 devices like this on starships or
Hardness: 15 submarines--anywhere with a lot
Hit Points: 10 of confined spaces and tightly
DC required to break this item packed conduits.
with a Strength Roll: 18 (15 to The device fits over your hand. It
disable the control unit) has a long jointed metallic tentacle
Special: This weapon has fifteen which can reach around corners
feet of reach, but unlike most and fit into any space wider than
weapons with reach, it can also hit three centimeters in diameter. The
targets at close range. tentacle has a welding torch (2d6
Accessories: Energy Cell (1/2 flame damage) a gripping tool and
pound, costs 10 units) Description: a cutting tool (1d6 slashing
A modified construction tool, used damage, 20 x2) mounted on the
for collecting and handling end, as well as a tiny camera which
dangerous animals. A metal you can use to see into tight
bracelet covers the user's entire spaces.
forearm and serves as the housing The tentacle has a Strength of 20
for a jointed metal tentacle with a for the purpose of Grappling
threepronged gripping mechanism Attacks but won't let you lift or
at the end. It responds to the carry heavy objects (it's connected
wearer's thought-commands to your arm, which would still have
through the nerve impulses in to bear the actual weight). If you
their wrist. The tentacle can strike have a target grappled, you can
the opponent for 1d6+3 damage use the cutting tool or the welding
or make a grappling attack at up torch on them without having to
to a ten-foot range, without roll to hit. You can use the tentacle
exposing Kitthe Waldo
wielder to Attacks of to make Trip Attacks, but if you get
Repair
Opportunity Once the target has tripped yourself you won't be able
Size:
been Medium
grappled,(-4 penalty
the to conceal
tentacle can to drop it in time to avoid falling
with a “sleight
constrict them of
forhand” roll)
1d4 damage per down. It takes a standard action to
Cost:
round, 150orUnits Tentative
unleash an Purchase
electrical put the device on or take it off.
DC: 11 for
attack Required Proficiency:
3d6 Nonlethal Simple
Damage. For simplicity's sake we will
Handed: Requires 1 hand to use assume that each attack you make
It takesIncrement:
Range a standardHas action to switch
15 feet
out
Reachthe unit's
“To Hit” power
Bonus: cell, if it of
-Magazine: runs with the device, of whatever type,
out of electricity during a fight. takes one charge per round, as
65 does using the welding torch to
Rate of Fire: As many times as the weld something. The device runs
wielder has attacks on the same kind of power cell as
most energy weapons from its
period. It takes a Standard Action
to load a new cell.
85
Required Proficiency: Simple
Handed: Requires 1 hand to use
Range Increment: -“To Hit” Bonus:
-Magazine: 75
Rate of Fire: As many times as the
wielder has attacks
Damage: Multiple Types, See
description
Weight: 4 pounds
Armor Class: 9
Hardness: 8
Hit Points: 6
DC required to break this item with
u4: a Strength Roll: 15
Accessories: Energy Cell (1/2
pound, costs 10 units), Fuel
Razor T entacles Canister for welding torch (weighs
Size: Medium (-4 penalty to 1/2 pound, costs 5 Units to replace,
conceal with a “sleight of hand” although the unit is sold with a full
roll) canister of fuel)
Cost: 600 Units Description: Technically an all-
Tentative Purchase DC: 16 (often purpose repair tool, this device is
illegal) easy to use as a weapon. A large
Required Proficiency: Exotic metal gauntlet with a number of
Weapons-Melee Handed: Requires built-in retractable tools, it has a
1 hand to use Range Increment: set of jeweler's picks (+3 to any
Has 10 feet of Reach “To Hit” fine manipulation skills, including
Bonus: +1 Magazine: 60 Lockpicking), a welding torch (2d6
Rate of Fire: As many times as the heat damage, no range, melee
wielder has attacks combat only), a small vibroblade
Damage: 4d4 Slashing (17-20 x2) cutting tool (1d4+2 Slashing
Weight: 4 pounds Armor Class: 7 damage, makes critical hits on an
Hardness: 10 Hit Points: 5 18-20 for x2 damage and ignores
DC required to break this item with up to 6 points of Hardness) and a
a Strength Roll: 18 (15 to disable drill/screwdriver/socket wrench
the control unit) (the drill does 1d6 Piercing
Special: This weapon has ten feet damage, makes critical hits on a
of reach but unlike most weapons 19-20 for x3 damage and ignores
with reach it can also hit targets up to 8 points of Hardness).
which are closer. It also has a snakelike camera
Accessories: Energy Cell (1/2 probe which can wind its way up to
pound, costs 10 units) Description: eight feet inside a space as narrow
A modified surgical tool, used for as four millimeters, with a tiny
work on huge creatures whose camera mounted on the end (the
internal organs are difficult to display pops up on the back of the
reach. glove and can also be fed to a
A metal bracelet covers the Crusher
detachable
Gauntlet
eyepiece).
user's forearm and serves as the Size: Medium (-4 penalty to
For simplicity's
conceal sake,of assume
with a “sleight hand”
housing for six metal tentacles, that each use of a weapon
each tipped with a different type roll)
function
Cost: 495 costs
Units one charge and
of razor-sharp scalpel. When that
activated, the tentacles come Tentative Purchasefunctions
nonweapon DC: 15 cost
nothing.
Required Proficiency: Simple
snaking out of the wrist housing The gauntlet itself has atoStrength
and begin to cut and carve the Handed: Requires 1 hand use
of 19, but it can't
(but the wielder can be used to lift
target. heavy
The tentacles are controlled by still useobjects or to add
the occupied bonuses
hand to
normally
any skill that
when they aren't can't be performed
delicate hand gestures, so the user with
can't do anything else with that makingone hand. Replacing the
attacks)
power cell is an -“To
involved process
Workman's
hand while the Helper
device is attacking. Range Increment:
and takes a full round.
Hit” Bonus:
Size:
Nor canMedium (-4 penalty
they attack moreto than one -Magazine: 25
conceal
target atwith a “sleight
the same time.of hand” Rate of Fire: As many times as the
roll)
This weapon runs on a standard wielder has attacks
Cost:
energy 490 Units
cell, Tentative
attached Purchase
to the Damage: 2d6+3 Bludgeoning (20
DC: 15 of the bracelet with a clip.
outside x2)
It takes a Standard Action to Weight: 5 pounds Armor Class: 9
replace.
86
Hardness: 10
Hit Points: 5
DC required to break this item with Pincer Pike
a Strength Roll: 19 Size: Huge (Impossible to conceal)
Accessories: Energy Cell (1/2 Cost: 520 Units Tentative Purchase
pound, costs 10 units) Description: DC: 16 Required Proficiency: Exotic
An oversized metal gauntlet, Weapons-Melee Handed: Requires
equipped with powerful servo- 2 hands to use Range Increment:
motors which greatly enhance the Has 10 feet of Reach “To Hit”
strength of the wearer's grip. It has Bonus: -Magazine: 40
an effective Strength of 25 for the Rate of Fire: As many times as
purposes of crushing or hanging the wielder has attacks
onto objects, but otherwise gives Damage: See description Weight:
the wearer no special strength 17 pounds Armor Class: 5
bonuses. It will not help them lift Hardness: 10 Hit Points: 5
objects or swing weapons harder. DC required to break this item with
It can however be used to strike an a Strength Roll: 16
opponent with an open-handed, Accessories: Energy Cell (1/2
crushing, raking blow, squeezing pound, costs 10 units) Special:
and ripping at them for 2d6+3 Can't attack anything that is less
Bludgeoning damage. This does than 10 feet away.
Pincer
not Gauntlet
require a successful Grapple— Description: A long cruel set of
it's just
Size: a particularly
Medium messy
(-4 penalty to melee pincers at the end of a pole. They
attack.
conceal with a “sleight of hand” allow you to make Grapple Attacks
The gauntlet's power cell is
roll) (See the Players' Handbook, page
attached
Cost: 480 to the Tentative
Units wrist by aPurchase
clip. It 137) at range without exposing
takes a Standard Action
DC: 15 Required Proficiency:to replace. yourself to Attacks of Opportunity.
Simple Handed: Requires 1 hand to Once the target has been grappled,
use Range Increment: -“To Hit” you can play a number of ugly
Bonus: -Magazine: 55 tricks on them. You can make a
Rate of Fire: Once per round "Trip" attack against them without
Damage: See description Weight: 6 having to roll to hit them or risk
pounds Armor Class: 7 Hardness: being tripped yourself. You can
10 Hit Points: 7 unleash a low- amperage electrical
DC required to break this item with charge, doing 3d6 nonlethal
a Strength Roll: 17 damage, or if you're really feeling
Accessories: Energy Cell (1/2 mischievous, you can extend the
pound, costs 10 units) Description: needle sharp spring-loaded spike
A large pair of mechanical pincers hidden between the pincers and
which fit over your hand and spear them for 2d4 piercing
forearm like a glove. It looks a little damage, without having to roll to
like a big steel lobster claw. An hit.
BloodThe device
Hookon is controlled by a
industrial tool used for precision set
Size:of buttons
Huge (Impossiblethe handle. They
to conceal)
cutting and for handling are
Cost:marked
650 with pictograms,
Units and
dangerous materials, it has a virtually
Tentative anyone
PurchasecanDC:
figure out how
16 (Often
Strength of 25, but can't be used to use them
Unavailable) at a glance.
Required Proficiency:
to lift heavy objects or swing Exotic Weapons-Melee Handed:
melee weapons. It only enhances Requires 2 hands to use Range
the strength of your hand, not your Increment: Has 15 feet of Reach
arm or back, so it will only give you “To Hit” Bonus: -Magazine: 80
a bonus on tasks like grappling, Rate of Fire: As many times as the
breaking an object with your hand, wielder has attacks
hanging on to things, etc. Damage: See description Weight:
This is not a subtle tool. You 13 pounds Armor Class: 5
cannot use the pincers to perform Hardness: 8 Hit Points: 3
any task or skill that requires fine DC required to break this item with
manipulation (DM's call as to a Strength Roll: 13
which skills do and don't qualify). Accessories: Energy Cell (1/2
The pincers themselves do 2d6 pound, costs 10 units), Jug (weighs
Bludgeoning damage (20 x2). Once 1/10 pound empty, costs 5 units,
you have hit the target with the could be replaced in a pinch with
pincers, you can keep squeezing an improvised jug for even
them for an additional 2d6
damage per round without having
to roll to hit them again. If you
scored a critical hit, it only applies 87
to the first round—don't keep
rolling double damage. Escaping
the pincers requires a Strength roll
vs. DC 25.
less money) Cost: 550 Units Tentative Purchase
Description: A fiendish metal hook DC: 16 Required Proficiency:
mounted at the end of a pole. A Simple Handed: Requires 1 hand to
tube emerges from the pole about use Range Increment: -“To Hit”
halfway down its length, and Bonus: -Magazine: 45
connects to a large empty plastic Rate of Fire: As many times as the
jug at the weapon's base. The wielder has attacks
function of the tube and the jug Damage: 2d8 Cold Weight: 2
remain mercifully unclear, until you pounds Armor Class: 7 Hardness: 3
see the weapon in use. Hit Points: 3
The hooked staff allows its DC required to break this item with
wielder to make a grapple attack at a Strength Roll: 14
range (See the Players' Handbook, Accessories: Energy Cell (1/2
page 137), without being subject to pound, costs 10 units) Description:
Attacks of Opportunity. One the A metal rod, about at thick as a
target has the hook around their flashlight, a little over two feet
neck or torso, a horrible little long. There is an ominous looking
hollow drill comes out of the pole, hole at one end, rimed with frost.
bores a small but painful hole in This peculiar weapon uses an
their flesh and begin to suck out induced molecular stasis field to
their juices (1d8 damage per suck all the warmth right out of the
round). The blood and fluids go target. If it is held against a non-
(you guessed it!) down the tube living object it temporarily reduces
and into the plastic jug. It takes a the object's hardness by one point
standard action to kink off the valve per round. This effect lasts for 2d10
and replace the jug with a new one. rounds.
This also allows the victim to add a
+3 bonus to fight their way free of
the hook on that round.
Coagulator
Size: Medium (-4 penalty to
There could be revolting alien conceal with a “sleight of hand”
invaders who use this weapon, but roll)
alas, it's even more likely to turn up Cost: 600 Units
in the hands of cellar-dwelling Tentative Purchase DC: 16 (Often
deviants. Unavailable, often illegal)
Required Proficiency: Simple
Handed: Requires 1 hand to use
Portable Heavy Drill Range Increment: -“To Hit” Bonus:
Size: Huge (Impossible to conceal) -Magazine: 30
Cost: 700 Units Tentative Purchase Rate of Fire: As many times as the
DC: 17 Required Proficiency: Exotic wielder has attacks
Weapons-Melee Handed: Requires Damage: 2d10 Special (18-20 x3)
2 hands to use Range Increment: -- Does not work on
“To Hit” Bonus: +1 Magazine: 70 non-living targets
Rate of Fire: Once per round Weight: 2 pounds
Damage: 2d10+3 Piercing (18-20 Armor Class: 7
x3), Ignores up to Hardness: 5
10 points of Hardness or Damage Hit Points: 2
Resistance DC required to break this item with
Weight: 15 pounds a Strength Roll: 15
Armor Class: 5 Accessories: Energy Cell (1/2
Hardness: 10 pound, costs 10 units) Description:
Hit Points: 10 A narrow, transparent plastic wand,
DC required to break this item with about the length of a man's arm,
a Strength Roll: 16 filled with electrical components. It
Accessories: Energy Cell (1/2 pound, uses ion-bonding induction to
costs 10 units) Description: A large, scramble the target's innards,
powerful but surprisingly reducing their organs to a
lightweight tungsten-carbide drill. It substance resembling bloody
has much greater torque and yet cottage cheese. Coagulators are
weighs
Freeze considerably
Wand less than an feared and despised by most
early
Size: 21st
Small century model.
(noinbonus No longer
or masks,
penalty to civilized cultures because of the
just for
conceal freaks
with a hockey
“sleight-of-hand” this hideous cruelty of the damage they
is light and maneuverable enough inflict. They are completely
roll)
for anyone to use as a weapon. You ineffective against robots, or
usually see these mounted on killer indeed any non-living target.
robots in gladiatorial arenas. They Silicon based life may also be 88
also turn up at the occasional immune to the effects of a
slumber party massacre. Some Coagulator, at the DM's discretion.
battlesuits may have them built in
as well. If the drill has been
designed as a weapon, then it will
Brain-Scrambler Rod Weight: 3 pounds
Size: Small (No bonus or penalty to Armor Class: 7
conceal with a “sleight of hand” Hardness: 3 Hit Points:
roll) 2
Cost: 700 Units DC required to break this item with
Tentative Purchase DC: 17 (usually a Strength Roll: 14
illegal) Required Proficiency: Special: Affects only living tissue.
Simple Handed: Requires 1 hand to Accessories: Energy Cell (1/2
use Range Increment: -“To Hit” pound, costs 10 units) Description:
Bonus: -Magazine: 30 This weapon vaporizes flesh into a
Rate of Fire: As many times as the greasy, evil-smelling mist, but
wielder has attacks leaves non-living material
Damage: Special, see description undamaged. It can be set to only
Weight: 2 pounds Armor Class: 7 affect the tissue of a particular
Hardness: 3 Hit Points: 2 species, and for this reason is a
DC required to break this item with popular weapon with the guards of
a Strength Roll: 12 alien prison camps. It can
Accessories: Energy Cell (1/2 recognize hundreds of different
pound, costs 10 units) Description: tissue types, but can only be set to
A squat, rounded metal rod, about recognizeGlove
Poison species that its makers
the length of a heavy flashlight. A were Tiny
Size: familiar
(+4 with.
bonusThe
to rod itself
conceal
wicked looking prong sticks out of isn't durable
with a “sleight enough to roll)
of hand” damage
one end. Anyone struck by the anything
Cost: 525 ifUnits
it's used as a club.
prong receives a jolt of Tentative Purchase DC: 16 (usually
microwaves, patterned so as to illegal) Required Proficiency:
disrupt higher cerebral functions. If Simple Handed: Requires 1 hand to
the victim fails a Fortitude Saving use, but the hand can still perform
Throw vs. DC 20, they lose 3d6 certain tasks while wearing the
Intelligence. A character with glove.
animal-like intelligence (3 or lower) Range Increment: -“To Hit” Bonus:
can still recognize their friends and -Magazine: 10
will still follow them around to Rate of Fire: As many times as the
keep from feeling anxious and wielder has attacks
alone. They cannot speak or use Damage: Special--see description
tools in this condition. The effects Weight: 1 pound Armor Class: 9
of the Brain-Scrambler rod are Hardness: 0 Hit Points: 2
permanent. Only sophisticated DC required to break this item with
medical treatment will help the a Strength Roll: 13
afflicted character and then only at Special: Make a Fortitude Save vs.
the DM's discretion. DC 20 or take 3d8 Damage.
Description: A thin black glove
which exudes tiny droplets of a
potent nerve-toxin through
hundreds of microscopic pores. It
doesn't look wet when it's coated
with venom, although it does feel
sticky to the touch (or at least we
assume it does--no one who has
Protoplasmic Disruptor touched it is available for
Wand comment). The glove can also
Size: Small (no bonus or penalty to produce a dose of an agent that
conceal with a “sleight-of-hand” neutralizes the toxin, rendering it
roll) safe to handle. If for some reason
Cost: 900 Units Tentative Purchase you were to leave the glove in its
DC: 17 Required Proficiency: toxic mode without using the
Simple Handed: Requires 1 hand to counteragent, the poison would
use Range Increment: -“To Hit” last about a day in the shade, or
Bonus: -Magazine: 50 about six hours in bright sunlight.
Rate of Fire: As many times as the Extruding the poison counts as a
wielder has attacks free action, as does neutralizing it.
Damage: 3d12 (18-20 x3) Weird The neutralizing agent will do
Energy, only affects living tissue nothing at all to help someone
who has already been poisoned.
The toxin is stored in a small
polymer bag just below the wrist. It
takes a full round of very careful89
work to replace. It goes without
saying that this device is illegal just
about everywhere.
Poison Glove, Undetectable precision. A craftsman's tool, it is
Size: Effectively Fine, with an used for a number of media that are
extra concealment bonus (total difficult to cut with conventional
+14 bonus to conceal with a blades.
“sleight of hand” roll) This is the portable model, which
Cost: 560 Units can also be used as a weapon. It
Tentative Purchase DC: 16 (usually looks like a short wand, with a
illegal) Required Proficiency: Simple round plate at one end. When it is
Handed: Requires 1 hand to use, switched on, a thin transparent
but the hand can still perform most stream of water runs through the air
tasks while wearing the glove. up one side of the wand, and
Range vanishes into the wide cap at the
Increment: -- end. The blade doesn't have a point,
“To Hit” for obvious reasons, but it is
Bonus: -- exceptionally good at cutting
Magazine: 5 through soft elastic materials like
Rate of Fire: As many times as the flesh.
wielder has attacks It produces very little spray, even
Damage: Target must make a when it comes directly in contact
Fortitude Save vs. DC with the target and wastes little of
20 or take 5d6 Damage from poison the water from its reservoir. The
Weight: Negligible fluid reservoir only needs to be
Armor Class: 9 refilled every 100 rounds of combat.
Hardness: 0 It has to be refilled with distilled
Hit Points: 1 water of exceptional purity.
DC required to break this item Anything less pure and there is a
with a Strength Roll: 10 15% chance every time the device is
Description: If your friends think a switched on that it will do itself one
joy buzzer is a mean prank then hit point of damage from debris
just wait til they get a load of this Liquid
mechanism
Sword
flying through its delicate
at (-4
high speed.to conceal
one! A skintight, transparent glove- Size: Medium penalty
-it looks like skin, it feels like skin with a “sleight of hand” on
The water blade runs roll)the same
but it's acually a superfine polymer kind
Cost:of power
750 Unitscell as most energy
that's too thin to see with the weapons
Tentative from the same
Purchase DC: 17period
(Often(it's
naked eye. The outside is coated the DM's callRequired
Unavailable) as to which other
Proficiency:
with a microscopic layer of a poison devices the power
Martial-Melee cell will
Handed: or won't
Requires 1
work with)
to useItRange
takes aIncrement:
standard action
Water Blade
so toxic that it's illegal to even hand
to
Hit”reload
Bonus:a spent energy50cell.
-Magazine:
-“To
publish its name!
Size: Small (No bonusIdeal for those
or penalty Refilling the fluid reservoir
moments
to conceal when youaneed
with a littleof
“sleight Rate of Fire: As many timesisasa the
much
extra discretion, this baby won't more
wielderinvolved task, and takes a full
has attacks
hand” roll) round of uninterrupted effort. x2)
show 500
Cost: up on most scanners, and
Units Damage: 1d8 Slashing (19-20
after you're
Tentative done using
Purchase it, you
DC: 15 can
(Often Weight: 4 pounds Armor Class: 7
wad it up andRequired
Unavailable) throw it Proficiency:
away. Just be Hardness: 7 Hit Points: 3
careful not to put
Martial-Melee it on inside
Handed: Requiresout1 DC required to break this item with
by
handmistake!
to use Range Increment: -“To a Strength Roll: 12
Hit” Bonus: -Magazine: 45 Accessories: Energy Cell (1/2 pound,
Rate of Fire: As many times as the costs 10 units), Spare Fluid Reservoir
wielder has attacks (1/2 pound, costs 25 units),
Damage: 1d4 Slashing (19-20 x2) Scabbard (has to be specially made,
Weight: 2 weighs 1/2 pound, costs 200 units)
pounds Description: A few cultures have
Armor Class: discovered how effective water
9 Hardness: blades are as hand weapons, and
7 Hit Points: have adapted the design to make
2 full-length swords.
DC required to break this item This one is about the length of a
with a Strength Roll: 12 longsword. It has no point, does
Accessories: Energy Cell (1/2 only slashing damage and cannot
pound, costs 10 units), Spare Fluid be used with the feat "Cleave."
Reservoir (1/2 pound, costs 25 The blade runs on the same kind
units), Scabbard (has to be specially of power cell as most energy
made, weighs 1/2 pound, costs 150 weapons from the same period (it's
units) the DM's call as to which devices are
Description: An odd variation on compatible). It takes a standard
motorized cutting blade action to reload.
technology, it uses a thin jet of 90
ultra-high pressure water to cut
through material with great
The fluid reservoir needs to be Weight: 15
refilled once every 100 rounds of pounds
combat. Refilling the reservoir Armor Class:
takes a full round. It requires 7 Hardness:
distilled water of exceptional 15 Hit
purity, or it will begin to Points: 30
malfunction. If the sword is filled DC required to break this item with
with impure water, there is a 15% a Strength Roll: 20
chance every time it is switched on Accessories: Energy Cell (1/2 pound,
that it will take one hit point of costs 10 units) Special: This device
damage as tiny bits of debris score has a number of built-in weapons
its nozzles and jam its gaskets. systems. One end of the rod acts as
a Power Lance. In this mode it
drains 1 charge per use and does
2d6 Bludgeoning damage (20 x2).
The Power Lance can also be set to
act as a short-range blaster. In
blaster mode it drains 2 charges per
shot and does 3d 10 Piercing
damage (20 x2) with a range
increment of 10 feet. The other end
of the rod is tipped with large,
Rod of the Lawgiver strangely shaped vibronic blade.
Size: Large (-8 penalty to conceal The blade counts as a +1 weapon. It
with a “sleight of hand” roll) does 1d10+2 Slashing Damage,
Cost: 2,000 Units ignores up to five points of
Tentative Purchase DC: 20 (Often Hardness, and drains two charges
Unavailable) Required Proficiency: with each blow. If the wielder
Exotic Weapons-Melee Handed: touches the target with the flat of
Requires 2 hands to use Range the blade, it functions as an
Increment: -“To Hit” Bonus: +2 Agonizer, draining 1 charge and
Magazine: 50 doing 3d8 nonlethal damage. The
Rate of Fire: As many times as the pain it causes is so intense that the
wielder has attacks target must make a Willpower
Damage: Varies. See below for Saving Throw vs. DC 20 or be
details. Stunned for one round.
Description: No cruel Galactic
Empire's ultimate judicial authority

Futuristic Throwing
would be complete without this
handy item. Ideal for dispensing on-
the-spot field justice, it's cruel and
unusual enough for any
Weapons connoisseur. Despite its exalted
nature, the weapon runs on
standard power cells, like any lowly
Perhaps the oldest human combat technique prole's
is to blaster pistol.
throw stuff at It
thetakes a
opponent. This seems to predate our actualstandard
humanityaction
by at to reload
least a fewa spent
million
cell (although
years. So in tribute to all those countless glorious millennia weofwouldn't
throwingreally
stuff
know--this
at things, I provide you here with a wide assortment offunction
weaponsismeantgenerally
to be
performed
hucked, chucked, flung and hurled at your enemies. Letbyusthe servants).
hope the next few
million years will be as fruitful for throwing stuff at things as the last few were.
So far the signs look good!
A Note About Grenades: You won't find them here. What list of stuff to throw
Throwing Disks and Shuriken
at things would be complete without grenades, you ask? I know, I know—my
apologies. It made sense to list them together with grenade launchers, so
they're actually down in the chapter on projectile weapons. If you hanker for
Advanced
grenades, justMaterials Throwing
head down to section **. They have what
Required you need.Martial-
Proficiency:
Disk Ranged Handed: Requires 1 hand
Size: Small (no bonus or penalty to use Range Increment: 20 feet
to conceal with a “sleight-of- “To Hit” Bonus: +1
hand” roll) Rate of Fire: Each weapon can only
Cost: 10 Units Tentative Purchase be thrown once,
DC: 3
91
but you can launch as many of Roll: 16
them as you have attacks Special: Vorpal. On a critical hit,
Damage: 1d6 Slashing (20 x2) this weapon will sever the target's
Weight: 1 pound Armor Class: 9 head from their body. This does
Hardness: 10 Hit Points: 3 not work on creatures that do not
DC required to break this item with have heads, and at the DM's
a Strength Roll: 19 discretion there may be targets
Description: A sharp round who suffer no particular ill effect
throwing disk, sometimes called from having their heads cut off
a "chakram", about the size of a (robots, for example, or zombies).
dinner plate. This one is made Description: A round "chakram"
from an advanced alloy that is throwing disk, edged with
lighter, less air resistant and monofilament wire no thicker than
easier to throw than anything a single molecule. It is much
available in our own epoch. It sharper than any previous such
also holds an edge better and is weapons. It's also much easier to
usually kept as sharp as a accidentally cut your fingers off
scalpel.
Blunt Advanced Materials with while throwing it. Frisbee,
anyone?
Throwing Disk
Size: Small (no bonus or penalty to
conceal with a “sleight-of-hand”
roll)
Cost: 10 Units Tentative Purchase
DC: 3 Required Proficiency: Simple
Handed: Requires 1 hand to use
Range Increment: 20 feet “To Hit”
Bonus: +1
Rate of Fire: Each weapon can only
be thrown once, but you can
launch as many of them as you
have attacks
Damage: 1d6 Bludgeoning (20 x2)
Weight: 1 pound Armor Class: 9 Vibro-Disk
Hardness: 10 Hit Points: 3 Size: Small (no bonus or penalty
DC required to break this item with to conceal with a “sleight-of-
a Strength Roll: 19 hand” roll)
Description: A blunt throwing disk Cost: 15 Units
made from strange new synthetic Tentative Purchase DC: 4
materials which have drastically Required Proficiency: Martial-
improved its performance. It is Ranged
more aerodynamic than the best Handed: Requires 1 hand to use
21st century frisbee, depite its Range Increment: 20 feet
much greater weight. This is not an “To Hit” Bonus: +1
edged weapon. It clobbers the
Hypersharp Throwing
target rather than Disk
cutting them. Magazine: 20
Rate of Fire: Each weapon can only
Size: Small (no bonus or penalty to
conceal with a “sleight-of-hand” be thrown once, but you can launch
roll) as many of them as you have
Cost: 15 Units Tentative Purchase attacks
DC: 4 Required Proficiency: Martial- Damage: 1d461 Slashing (18-20 x2)
Ranged Handed: Requires 1 hand Weight: 1
to use Range Increment: 20 feet pound
“To Hit” Bonus: +2 Armor
Rate of Fire: Each weapon can only Class: 9
be thrown once, but you can Hardness
launch as many of them as you : 10 Hit
have attacks Points: 2
Damage: 1d6+2 Slashing (17-20 x3) DC required to break this item
Weight: 1 pound Armor Class: 9 with a Strength Roll: 15
Hardness: 10 Hit Points: 2 Special: Ignores 9 points of
DC required to break this item with Hardness or Damage Resistance
a Strength Accessories: Miniature Energy Cell
(1/20 pound, costs 30 units, oddly
shaped, not compatible with
anything but powered throwing
disk weapons) Description: A 92
perfectly round vibroblade, which
can be flung at a target like a
frisbee. It is considerably safer to
use than a hypersharp disk, since
the vibroblade is set to switch on
hand. It switches off once the disk has a correspondingly greater
stops moving, so that it doesn't lie range.These are made in a number
on the floor wasting power. The of shapes, from traditional "stars"
one real drawback to this weapon is to the kinds of knives you might
that it's awfully expensive to waste see a circus knife-thrower use.
on throwing at people. It uses a
special flat, round power cell which Hypersharp Shuriken
isn't compatable with any other Size: Tiny (+4 bonus to conceal with
weapon and takes a Standard a “sleight-of- hand” roll)
Exploding
Action Throwing Disk
to replace. Cost: 15 Units Tentative Purchase
Size: Small (no bonus or penalty to DC: 4 Required Proficiency: Martial-
conceal with a “sleight-of-hand” Ranged Handed: Requires 1 hand
roll) to use Range Increment: 25 feet “To
Cost: 50 Units Tentative Purchase Hit” Bonus: +2
DC: 7 Required Proficiency: Simple Rate of Fire: Each weapon can
Handed: Requires 1 hand to use only be thrown once, but you can
Range Increment: 20 feet “To Hit” launch as many of them as you
Bonus: -Rate of Fire: Each weapon have attacks
can only be thrown once, but you Damage: 1d4+1 Piercing (17-20 x3)
can launch as many of them as you Weight: 1/10 pound Armor Class:
have attacks 13 Hardness: 5 Hit Points: 1
Damage: 3d6 Slashing (20 x2) to DC required to break this item with
everything in a 5 foot radius (the a Strength Roll: 12
target takes an additional 1d6 Description: This throwing blade
piercing damage) has been edged with a one-
Weight: 1 pound Armor Class: 9 molecule thick wire, making it far
Hardness: 5 Hit Points: 2 sharper than any conventional
DC required to break this item with blade. Don't reach into your ninja-
a Strength Roll: 14 bag for this one without looking!
Description: A kind of long-range
hand-grenade, shaped like a discus
or a frisbee. It can fly a good deal
further than an ordinary grenade.
The disk is made entirely of
lightweight synthetic materials,
with a shaped-explosive charge
curled up in the center, carefully
placed so as not to throw the disk
off balance while it's in flight.
Advanced Materials
Shuriken
Size: Tiny (+4 bonus to conceal
with a “sleight-of- hand” roll)
Cost: 10 Units Tentative Purchase
DC: 3 Required Proficiency: Martial-
Ranged Handed: Requires 1 hand
to use Range Increment: 25 feet
“To Hit” Bonus: +1
Rate of Fire: Each weapon can only
be thrown once, but you can
launch as many of them as you Force Projection Shuriken
have attacks Size: Tiny (+4 bonus to conceal with
Damage: 1d4 Piercing (20 x3) a “sleight-of- hand” roll)
Weight: 1/10 pound Armor Class: Cost: 45 Units
13 Hardness: 10 Hit Points: 2 Tentative Purchase DC: 7
DC required to break this item with Required Proficiency: Martial-
a Strength Roll: 15 Ranged
Description: A throwing blade Handed: Requires 1 hand to use
made from either metal alloys or Range Increment: 25 feet
plastics which have drastically “To Hit” Bonus: +4
improved its performance. It is Magazine: 15
lighter, sharper and more Rate of Fire: Each weapon can only
aerodynamic than the best steel be thrown once,
shuriken, and
93
but you can launch as many of
them as you have attacks
Damage: 1d4+2 Piercing (18-20 x2) Shuriken With Poison
Weight: 1/10 pound Armor Class:
13 Hardness: 5 Hit Points: 1 Delivery System
DC required to break this item with Size: Tiny (+4 bonus to conceal
a Strength Roll: 12 with a “sleight of hand” roll)
Accessories: Miniature Energy Cell Cost: 20 Units
(1/20pound, costs 30 units) Tentative Purchase DC: 4 (usually
Description: A tiny round metal illegal)
disk. When you throw it at the Required Proficiency: Martial-
target, six force-field blades flicker Ranged Handed: Requires 1 hand
to life all around the weapon. to use Range Increment: 25 feet
Please note that the blades only “To Hit” Bonus: -Magazine: 5
switch on after the shuriken has left Rate of Fire: Each weapon can only
your hand, which spares you the be thrown once, but you can
trouble of having to pick your launch as many of them as you
fingers up off the ground after have attacks
you've thrown it (which would of Damage: 1d4 Piercing (20 x2), 2d8
course be particularly difficult if you Poison (Save vs. DC 20)
had no fingers left to pick them up Weight: 1/10 pound Armor Class:
with). The device runs on a small 13 Hardness: 4 Hit Points: 1
circular power-cell which takes a DC required to break this item with
full round to replace and isn't a Strength Roll: 12
compatible with any other energy Description: A shuriken with a tiny
weapons.
Variable It Metal
can be used for a total
Shuriken built in poison- injection system. It
of fifty throws before the power cell can be reused, but takes two
Size: Tinyof
runs out (+4 bonus to conceal with
energy. rounds to painstakingly reload with
a “sleight-of- hand” roll) poison. The toxin listed here is
Cost: 1,500 Units (if you can even really just meant as an example.
find one--in most places, this is at People have filled these things
least the equivalent of a minor with every noxious substance you
Artifact) Shuriken, Exploding
can imagine--and some you
Tentative Purchase DC: N/A (not Size: Tiny care
wouldn't (+4 bonus
to. to conceal
usually possible to buy) with a “sleight of hand” roll)
Required Proficiency: Exotic Cost: 55 Units Tentative Purchase
Weapons-Ranged (also works with DC: 7 Required Proficiency:
any other Variable Metal weapon) Martial-Ranged Handed: Requires
Handed: Requires 1 hand to use 1 hand to use Range Increment: 25
Range Increment: 20 feet “To Hit” feet “To Hit” Bonus: -Rate of Fire:
Bonus: +3 Each weapon can only be thrown
Rate of Fire: Each weapon can only once, but you can launch as many
be thrown once, but you can launch of them as you have attacks
as many of them as you have Damage: 3d4 Piercing to everything
attacks in a 5 foot radius
Damage: 1d4+3 Piercing (17-20 x3) (the target takes an additional 1d4
or 2d10 piercing damage)
Nonlethal Damage Weight: 1/10 pound
Weight: 1/10 pound Armor Class: 13
Armor Class: 13 Hardness: 4
Hardness: 15 Hit Points: 1
Hit Points: 1 DC required to break this item with
DC required to break this item with a Strength Roll: 10
a Strength Roll: 30 Special: Anyone who is injured only
Special: Ignores armor, ignores by the explosion can make a
Hardness. Description: A shuriken Reflexes Saving Throw vs. DC 15 to
made from some weird alien metal take half damage (this does not
which glitters and shimmers with help the actual target of the attack)
hundreds of nameless colors. You Description: When this shuriken
can adjust its atomic density, so strikes home it explodes, doing
that it will pass harmlessly through damage to both the target and
solid matter. It can partially or anyone in a five-foot radius. This
completely materialize inside a is not entirely consistent with the
target, just as you require. This idea of a shuriken being a silent,
allows it to strike objects on the far stealthy weapon--frankly if
sides of walls, and to ignore armor. you're going to make this much
It can do either normal or nonlethal noise, why not just use a gun? 94
damage, depending on how fully it Yet nonetheless, the market for
materializes while passing through these items continues to flourish.
the target. This is a thought-
sensitive device. You don't need to
press any buttons or verbally
gizmo makes robots sentient in
your campaign world). It does
Exploding Shuriken With normal shuriken damage to living
targets and may or may not have
Fragmentation some kind of catastrophic effect
Size: Tiny (+4 bonus to conceal on non-sentient machines at the
with a “sleight of hand” roll) Ceramic Throwing Blade
DM's discretion.
Cost: 55 Units Tentative Purchase Size: Tiny (+4 bonus to conceal
DC: 7 Required Proficiency: Martial- with a “sleight of hand” roll)
Ranged Handed: Requires 1 hand Cost: 50 Units
to use Range Increment: 25 feet Tentative Purchase DC: 7 (usually
“To Hit” Bonus: -Rate of Fire: Each illegal)
weapon can only be thrown once, Required Proficiency:
but you can launch as many of Martial-Ranged Handed:
them as you have attacks Requires 1 hand to use
Damage: 3d6 Piercing to everything Range Increment: 10 feet
in a 5 foot radius (if thrown)
(the target takes an additional 1d4 “To Hit” Bonus: -Rate of Fire: As
piercing damage) many times as the wielder has
Weight: 1/10 pound attacks
Armor Class: 13 Damage: 1d4 Slashing (20 x2)
Hardness: 4 Weight: 1
Hit Points: 1 pound
DC required to break this item with Armor
a Strength Roll: 10 Class: 13
Special: Anyone who is injured only Hardness:
by the shrapnel can make a 8 Hit
Reflexes Saving Throw vs. DC 15 to Points: 2
take half damage (this does not DC required to break this item
help the actual target of the attack) with a Strength Roll: 14
Description: An exploding shuriken Accessories: Scabbard (costs 30
which has been carefully pre- Units, weighs 1 pound)
stressed so as to break apart into Description: A ceramic throwing
dozens of deadly sharp fragments
when it goes off. Rather louder Ceramic Throwing
blade, designed Hatchet
to pass invisibly
Polarizing Anti-Robot
than a silent asassin's weapon
through
Size: Small
could
metal
(No detectors. There
bonus or penalty
Shuriken
should be, it nonetheless remains to conceal with a “sleight on
be many variations this
of hand”
basic
roll) design--shuriken, chakrams,
quiteTiny
Size: popular with afficianados
(+4 bonus to conceal of whatever kind of throwing blade a
violence.
with a “sleight-of- hand” roll) Cost: 45 Units
particular
Tentative assassin
Purchase favors.
DC: 7 (often
Cost: 30 Units illegal)
Tentative Purchase DC: 5 Required Proficiency: Simple
Required Proficiency: Martial- Handed: Requires 1 hand to use
Ranged Range Increment: 20 feet if thrown
Handed: Requires 1 hand to use “To Hit” Bonus: -Rate of Fire: As
Range Increment: 25 feet many times as the wielder has
“To Hit” Bonus: +2 vs. Robots attacks
Rate of Fire: Each weapon can only Damage: 1d4 Slashing (20/x2)
be thrown once, Weight: 2
but you can launch as many of them pounds
as you have Armor
attacks Class: 9
Damage: 1d4 piercing (20 x2) +1d4 Hardness:
Electrical 5 Hit
damage to living targets. 1d4 Points: 2
Piercing (17-20 x3) DC required to break this item
+5d8 Electrical Damage to robots with a Strength Roll: 17
Weight: 1/10 pound Accessories: Energy Cell (1/2
Armor Class: 13 pound, costs 10 units) Description:
Hardness: 4 A hypersharp tomahawk, edged
Hit Points: 1 with a monofilament wire no
DC required to break this item with thicker than a single molecule,
a Strength Roll: 12 hundreds of times sharper than a
Special: Does an additional 5d8 to scalpel. The main body of the
robots and other sentient weapon is made of plastic with a
machines. ceramic- composite head. It is
Accessories: Miniature Energy Cell almost impossible to detect and95
(1/20 pound, costs 30 units) won't show up on x-ray photos.
Description: This shuriken contains Weighted for throwing, it can be
an electromagnetic pulse device used just as effectively in melee
designed specifically to disrupt a combat. This weapon is the sure
robot's positronic brain (or mark of a professional killer-and a
vicinity or ready a weapon of your own.

Futuristic Bolas
An entangling/bludgeoning weapon from South America, bolas are great
for capturing and subduing targets from horseback. Amazingly effective at
bringing down fleeing bipeds, they may actually have been invented for use
on large flightless birds. They also work just dandy on people you dislike.
We have included all kinds of strange high-tech variations for herding
bizarre alien livestock (or wreaking havoc on your enemies). No space-
gaucho should leave home without a set.
Advanced Materials Bolas synthetic material that's stronger
Size: Small (No bonus or penalty to than a steel cable and has the
conceal with a “sleight of hand” lowest possible air resistance. It
roll) flies farther and hits harder than
Cost: 50 Units Tentative Purchase any bolas before it.
DC: 7 Exploding Bolas
Required Proficiency: Exotic Size: Small (no bonus or penalty to
Weapons-Ranged (also works with conceal with a “sleight-of-hand”
any other Bolas) roll)
Handed: Requires 1 hand to use Cost: 150 Units
Range Increment: 50 feet “To Hit” Tentative
Bonus: -Rate of Fire: Once per Purchase DC: 11
round Damage: Special, see Required Proficiency: Exotic
description Weight: 2 pounds Weapons-Ranged (also works with
Armor Class: 9 (Can't be attacked any other Bolas)
in flight by most weapons) Handed: Requires 1
Hardness: 1 Hit Points: 2 hand to use Range
DC required to break this item with Increment: 50 feet
a Strength Roll: 30 (18 if you aren't “To Hit” Bonus: -Rate
entangled in them) of Fire: Once per
Special: Make a ranged touch round Damage:
attack, ignoring armor. With a Special, see
successful hit the target is description Weight: 2
entangled in the bolas. If this pounds
attack would have hit them Armor Class: 9 (Can't be attacked in
anyway, even with their armor flight by most weapons)
and/or natural toughness, they also Hardnes
take 1 d8 Bludgeoning damage s: 1 Hit
from the weighted ends. Points:
The entangled character must 2
make a Reflexes Saving Throw or DC required to break this item with
be flung to the ground. Whether or a Strength Roll: 30 (18 if you aren't
not they make their saving throw entangled in them)
an entangled character suffers a -2 Special: Make a ranged touch
penalty on all attacks, has their attack, ignoring armor. With a
Dexterity effectively reduced by 4, successful hit the target is
and moves at half speed. To free entangled in the bolas. If this
themselves, they must take a full attack would have hit them
action and make either an Escape anyway, even with their armor
Artist roll vs. DC 20 or rip their way and/or natural toughness, they also
loose by making a Strength check take 1 d8 Bludgeoning damage
vs. DC 30. If they tear their way from the weighted ends. The
loose, it ruins the bolas. entangled character must make a
Description: Invented in South Reflexes Saving Throw or be flung
America, this weapon both to the ground. And then the bolas
entangles and does Bludgeoning explode, doing 5d6 bludgeoning
damage. Two heavy metal balls are damage to everyone in a five-foot
swung around and around on a radius. Anyone but the target can
cord, and then flung at the target. make a Reflexes Saving Throw vs.
On impact, the cord wraps itself DC 15 to take half damage.
around the target and the weights Description: Usually, if you're hit by96
hit them. a pair of of bolas, you can take
An ideal weapon for catching comfort in the thought that at least
large bipeds, it seems to have been they don't explode. But no more.
developed for use against big Not nearly as useful for capturing
Rate of Fire: Once per
Electroshock Bolas round Damage:
Size: Small (no bonus or penalty to Special, see
conceal with a “sleight-of-hand” description Weight: 3
roll) pounds
Cost: 300 Units Tentative Purchase Armor Class: 9 (Can't be attacked in
DC: 14 flight by most weapons)
Required Proficiency: Exotic Hardness: 1 Hit Points: 2
Weapons-Ranged (also works with DC required to break this item with
any other Bolas) a Strength Roll: 30 (18 if you aren't
Handed: Requires 1 hand to use entangled in them)
Range Increment: 50 feet “To Hit” Special: Make a ranged touch
Bonus: -Rate of Fire: Once per attack, ignoring armor. With a
round Damage: Special, see successful hit the target is
description Weight: 3 pounds entangled in the bolas. If this attack
Armor Class: 9 (Can't be attacked would have hit them anyway, even
in flight by most weapons) with their armor and/or natural
Hardness: 1 Hit Points: 2 toughness, they also take 1 d8
DC required to break this item with Bludgeoning damage from the
a Strength Roll: 30 (18 if you aren't weighted ends. The entangled
entangled in them) character must make a Reflexes
Special: Make a ranged touch Saving Throw or be flung to the
attack, ignoring armor. With a ground. Then the Sonic Disrupter
successful hit the target is modules in the weighted balls start
entangled in the bolas. If this to liquify the character's flesh. The
attack would have hit them disruptors do 2d6 sonic damage
anyway, even with their armor per round, for 3 rounds, unless the
and/or natural toughness, they character somehow fights their way
also take 1 d8 Bludgeoning free of the bolas.
damage from the weighted ends. An entangled character suffers a
The entangled character must -2 penalty on all attacks, has their
make a Reflexes Saving Throw or Dexterity effectively reduced by 4,
be flung to the ground. And then and moves at half speed. To free
the bolas give them a huge electric themselves, they must take a full
shock (3d6 electrical damage). action and make either an Escape
An entangled character suffers a Artist roll vs. DC 20 or rip their way
-2 penalty on all attacks, has their loose by making a Strength check
Dexterity effectively reduced by 4, vs. DC 30. If they tear their way
and moves at half speed. To free loose, it ruins the bolas.
themselves, they must take a full Accessories: Miniature Energy Cell
action and make either an Escape (Unit requires two of them, each
Artist roll vs. DC 20 or rip their way weighs 1/10pound, costs 30 units, is
loose by making a Strength check oddly shaped and incompatible
vs. DC 30. If they tear their way with most other weapons, except
loose, it ruins the bolas. for bolas and spherical throwing
Accessories: Miniature Energy Cell weapons like the "Hyperspeed Ball",
(Unit requires two of them, each it's the DM's call as to which other
weighs 1/10pound, costs 30 units, Sonic Screamer
weapons they will or Bolas
will not work
is oddly shaped and incompatible with)
Size: Small (no bonus or penalty to
with most other weapons, except Description:
conceal with Bolas with a little
a “sleight-of-hand”
for bolas and spherical throwing something
roll) extra. A miniature sonic
weapons like the "Hyperspeed disrupter
Cost: 400 is builtTentative
Units into eachPurchase
of the
Ball",
Sonic it'sDisruptor
the DM's callBolas
as to which round
DC: 15 weights, set to the precise
other weapons frequency required toExotic
shake human
Size:
work Small
with) (no bonus or or
they will will not
penalty to Required Proficiency:
bones to powder and ripworks
flesh with
into
conceal with a “sleight-of-hand” Weapons-Ranged (also
Description:
roll) Ideal for catching jelly.
any other Bolas)
especially huge and Purchase
mean It has just
Handed: enough1 hand
Requires charge to for
usea
Cost: 450 Units Tentative single
flightless
DC: birds, these
15 a massive electric shock bolas Range Increment: 50 feet “To can
burst, but the bolas Hit”
deliver be retrieved
Bonus: -Rate ofand reused
Fire: Once with
per a
Required Proficiency: Exotic new
to the entangled
Weapons-Ranged target.
(also Also fun
works with roundpower
Damage:cell.Special,
It is difficult
see to
for
any gladiatorial
other Bolas) combat, or for produce perfectly spherical
description Weight: 3 pounds sonic
disciplining
Handed: Requires 1 hand unruly
to use disrupter
Armor Class:modules,
9 (Can't andbetheir odd in
attacked
schoolchildren. Note to the DM: shape and weight
flight by most weapons) throws off the
Range
Do not Increment:
actually 50 feet
construct “To
a Hit”
pair weapon's balance, limiting its
Bonus: --
of electric bolas and use them range. Certain to kill all but the
on unruly schoolchildren. Trust largest livestock, these are more 97
me, I know these things. of a hunting tool, or a gladiator's
weapon.
Hardness: 1 slashing damage from the wire. On
Hit Points: 2 each round thereafter, there is a
DC required to break this item with 20% chance that they will take
a Strength Roll: 30 (18 if you aren't another d4 slashing damage. Any
entangled in them) attempt to move or take any
Special: Make a ranged touch action will automatically cause
attack, ignoring armor. With a another d6 damage. An entangled
successful hit the target is character suffers a -4 penalty on
entangled in the bolas. If this all attacks and skill rolls, has their
attack would have hit them Dexterity effectively reduced by 6,
anyway, even with their armor and moves at one quarter normal
and/or natural toughness, they speed. To free themselves, they
also take 1 d8 Bludgeoning must make an Escape Artist roll vs.
damage from the weighted ends. DC 25.
The entangled character must Description: A especially cruel use
make a Reflexes Saving Throw or of modern materials technology,
be flung to the ground. Then the these bolas have a cord made from
Sonic Screamer modules in the an incredibly strong, incredibly thin
weighted balls go off, doing 2d6 polymer wire. This is not quite
Nonlethal Damage per round, for 3 monofilament-it is considerably
rounds, unless the character thicker than one molecule, but it's
somehow fights their way free of still strong and thin enough to be
the bolas. Anyone who takes more sharper than a razor or a scalpel.
than a point of Nonlethal Damage Like all bolas, they entangle the
must make a Fortitude Saving target, hindering their movement
Throw vs. DC 20 or be Deafened by and reducing their roll. But these
the weapon for 212 minutes. do something worse, as well. When
An entangled character suffers a the target is entangled, they take
-2 penalty on all attacks, has their 2d6 slashing damage as the wire
Dexterity effectively reduced by 4, slices into their flesh. On each
and moves at half speed. To free round thereafter, there is a 20%
themselves, they must take a full chance that they will take another
action and make either an Escape d4 damage as the wire works its
Artist roll vs. DC 20 or rip their way way in deeper. Any attempt to
loose by making a Strength check make an Escape Artist roll, whether
vs. DC 30. If they tear their way successful or not, causes a further
loose, it ruins the bolas. 1d6 damage. So does trying to
Accessories: Miniature Energy Cell move or for that matter to take any
Razorwire
(Unit requires Bolas
two of them, each Constriction
physical action atBolas
all.
weighs
Size: 1/10pound,
Small (no bonus costs 30 units,
or penalty to The sheer
Size: Smallpain and terror
(no bonus of being
or penalty to
is oddly with
conceal shaped and incompatible
a “sleight-of-hand” caught
concealinwith thisadevice has a much
“sleight-of-hand”
with most other weapons, except
roll) more drastic effect on the target's
roll)
for bolas
Cost: 500 and spherical throwing
Units skills
Cost: and
560 movement
Units abilities than
weapons like
Tentative the "Hyperspeed
Purchase DC: 15 (usually an ordinary
Tentative set of bolas.
Purchase DC: 16 (Often
Ball",
illegal)it's the DM's
Required call as to which
Proficiency: Exotic A target with
Unavailable) an AC of
Required 19 or
Proficiency:
other weapons they
Weapons-Ranged will works
(also or willwith
not higher
Exotic Weapons-Ranged (alsoto
is completely immune
workother
any with)Bolas) these gruesome
works effects,
with any other and is
Bolas)
Description:
Handed: Requires A high-tech
1 hand to use entangled as though
Handed: Requires 1 handthesetowere
use a
entangling
Range and nonlethal
Increment: weapon,
50 feet “To Hit” normalIncrement:
Range set of bolas50(count only
feet “To AC
Hit”
this
Bonus:one-Rate
is actually
of Fire:useful
Onceforper from
Bonus: actual
-Ratearmor --being
of Fire: Once persmall
capturing
round Damage: animals and might
Special, see really and
round nimble
Damage:doesn't protect
Special, see you
find its way Weight:
description into the 2hands
pounds of some once you'veWeight:
description already 3been pounds
futuristic gaucho.
Armor Class: 9 (Can't be attacked entangled).
Armor Class: 9 (Can't be attacked in
in flight by most weapons) flight by most weapons)
Hardness: 3 Hit Points: 2 Hardness: 2 Hit Points: 2
DC required to break this item with DC required to break this item with
a Strength Roll: 40 (18 if you aren't a Strength Roll: 30 (18 if you aren't
entangled in them) entangled in them)
Special: Make a ranged touch Special: Make a ranged touch
attack, ignoring armor. With a attack, ignoring armor. With a
successful hit the target is successful hit the target is
entangled in the bolas, and must entangled in the bolas. If this
make a Reflexes Saving Throw vs. attack would have hit them
DC15 or be flung to the ground. anyway, even with their armor
They take 1d8 Bludgeoning and/or natural toughness, they also
damage from the weighted ends take 1 d8 Bludgeoning damage 98
and 2d6 from the weighted
ends. weapons, except for bolas and
The entangled character must spherical throwing weapons like
make a Reflexes Saving Throw or the "Hyperspeed Ball", it's the
be flung to the ground. Then the DM's call as to which other
cables start to contract, cutting weapons they will or will not work
and crushing as they constrict.. with)
The bolas do 1d6 slashing Description: A particularly sadistic
damage per round for 6 rounds and unsavory variation on bolas,
unless the character somehow there is a winch inside each of the
fights their way free. Anyone two round weights that begins to
killed by the device is cut into reel in the cable once it has
sections. wrapped itself around something,
An entangled character suffers a - crushing whatever is caught in its
2 penalty on all attacks, has their grip. The winches are oddly
Dexterity effectively reduced by 4, balanced and heavy, reducing the
and moves at half speed. To free weapon's effective range.
themselves, they must take a full The power cells have only
action and make either an Escape enough energy for one attack (six
Artist roll vs. DC 20 or rip their way rounds worth of squeezing) but
loose by making a Strength check the bolas can be retrieved and
Guided and Self-Returning
vs. DC 30. If they tear their way
loose, it ruins the bolas.
reused with new power cells.
You might want to wash them first,

Throwing Weapons
Accessories: Miniature Energy Cell though--it's a messy way to die.
(Unit requires two of them, each
weighs 1/10pound, costs 30 units, is
oddly shaped
Throwing and incompatible
weapons with built in anti-gravity motors and computerized
with most systems.
guidance other Whether or not this qualifies as cheating we leave to you.
Some of these weapons are too expensive to waste on flinging at people, and
so have been designed to return to your handRoll:after
15 (13
use.to break the antigravity
motor and wreck the guidance
system)
Accessories: Miniature Energy Cell
(1/20 pound, costs 30 units, oddly
shaped, not compatible with
anything but powered throwing
disk weapons) Description: A
shuriken with a built-in targeting
computer. You designate the target
before throwing it. The on-board
computer then makes course
corrections and steers the knife to
its target.
These come in many shapes,
Guided Throwing Blade from simple throwing knives to
Size: Tiny (+4 bonus to conceal star-shaped shuriken. The blade
with a “sleight of hand” roll) itself is made from superb
Cost: 150 Units materials vastly superior to
Tentative Purchase DC: 11 (Often anything found in our own eopch.
Unavailable) Required It is lighter, harder and holds an
Proficiency: Martial-Ranged edge better than the best 21st
Handed: Requires 1 hand to use Guided
century
resistance,
Javelin
steel.
and
It also has less air
travels farther.
Range Increment: 30 feet Size: Large (-8 penalty to conceal
“To Hit” Bonus: Always hits the It isa hard
with to say
“sleight who would
of hand” roll)
target, unless you roll a 1 manufacture
Cost: 150 Units such an elaborate
Rate of Fire: Each weapon can throwing
Tentative weapon,
Purchaseparticularly
DC: 11 (Oftensince
only be thrown once, but you can it really just substitutes a
Unavailable) Required Proficiency:targeting
launch as many of them as you computer
Simple for skill.
Handed: Then again
Requires there
1 hand to
have attacks are
use plenty
Range of space-ninjas
Increment: who
60 feet
Damage: 1d4 Slashing (20 x2) enjoy
“To Hit” fighting
Bonus:dirty for its
Always hitsown
the
Weight: 1 sake.
target, unless you roll a 1
pound Rate of Fire: Each weapon can only
Armor be thrown once, but you can
Class: 3 launch as many of them as you
Hardness: have
4 Hit
Points: 10 99
DC required to break this item with
a Strength
attacks hand” roll)
Damage: 1d6 Piercing (20 x2) Cost: 350 Units Tentative Purchase
Weight: 2 pounds Armor Class: 5 DC: 14 Required Proficiency:
Hardness: 5 Hit Points: 2 Martial-Ranged Handed: Requires
DC required to break this item with 1 hand to use Range Increment: 30
a Strength Roll: 14 feet “To Hit” Bonus: -Magazine: 60
Accessories: Miniature Energy Rate of Fire: Once per round
Cell (1/20 pound, costs 30 units, Damage: 2d4 Bludgeoning (20 x2)
oddly shaped, not compatible Weight: 6 pounds Armor Class: 5
with anything else) (13 in the air)
Description: An amazingly Hardness: 10 Hit Points: 5
unsporting weapon, this is a sort of DC required to break this item
a cross between a throwing spear with a Strength Roll: 17 (13 to
and a cruise missile. It has an break the antigravity motor)
onboard targeting computer and a Accessories: Energy Cell (1/2
tiny antigravity motor, which steer pound, costs 10 units) Description:
it unerringly toward the target. It A large metal disk which can be
can change speed, make in-flight used as a shield, for a +3 to your
course corrections, turn corners AC (but only from the front). It can
and generally do whatever it has to also be flung at your opponent,
do in order to hit the target. You and its built in antigravity motar
designate the target before you and internal guidance computer
throw it, with a tiny eyepiece which will return it safely to your hand. If
pops out of the shaft and then you move after throwing it, it
retracts for the launch. It is possible homes in on your new location
to retrieve the javelin and use it and returns to you normally. If for
again. It's power cell contains some reason you can't be found, it
enough energy for twenty throws. drops to the floor. The device runs
The power cell's housing isn't made off a special set of flat power cells,
for easy access. It takes
Self-Returning Flyingtwo rounds,
Disk which aren't compatible with any
a set Small
Size: of tools
(noand a skill
bonus or roll vs. DC
penalty to other weapon and take
Self-Returning a fullDisk,
Flying
15 to successfuly
conceal replace a spent
with a “sleight-of-hand” round to replace.
cell.
roll) The DM decides which
Hypersharp
futuristic
Cost: 300 skill applies.
Units Tentative Purchase Size: Small (No bonus or penalty
DC: 14 Required Proficiency: Simple to conceal with a “sleight of hand”
Handed: Requires 1 hand to use roll)
Range Increment: 20 feet “To Hit” Cost: 375 Units Tentative Purchase
Bonus: -Magazine: 50 DC: 15 Required Proficiency:
Rate of Fire: As many times as the Martial-Ranged Handed: Requires
wielder has attacks 1 hand to use Range Increment: 20
Damage: 1d6 Slashing (20 x2) feet “To Hit” Bonus: +2 Magazine:
Weight: 1 pound 50
Armor Class: 9 (21 in the air) Rate of Fire: As many times as the
Hardness: 10 Hit Points: 2 wielder has attacks
DC required to break this item with Damage: 1d6+1 Slashing (17-20 x3)
a Strength Roll: 15 (13 to break the Weight: 1 pound
antigravity motor) Accessories: Armor Class: 9 (21 in the air)
Energy Cell (1/2 pound, costs 10 Hardness: 10 Hit Points: 2
units) Description: A kind of steel DC required to break this item
frisbee, equipped with an with a Strength Roll: 15 (13 to
antigravity motor and an onboard break the antigravity motor)
guidance system which allows the Special: Vorpal. On a critical hit,
disk to return to your hand after it this weapon will sever the target's
has struck the target. If you move head from their body. This does
while the disk is in flight, it homes not work on creatures that do not
in on your new location. If for some have heads, and at the DM's
reason it can't reach you, it falls to discretion there may be targets
the ground. The device runs off a who suffer no particular ill effect
small round power cell, which isn't from having their heads cut off
compatible with any other weapon (robots, for example, or zombies).
and takes a full round to replace. Accessories: Energy Cell (1/2
pound, costs 10 units) Description:
A throwing disk edged with ultra-
sharp monofilament wire. It has a
Flying Shield built in guidance system which
Size: Large (-8 penalty to conceal returns it to your hand after it100
with a “sleight of attacks. Of course, a hypersharp
disk might actually be the very last
thing you'd want flying into your
hand. It is a great deal sharper
than a razor-its cutting surface is
only one molecule wide. Handle resistance than any plastics made
this weapon with extreme caution. today. It also has a tiny built-in
Real enthusiasts always have anti-gravity generator, and a
missing fingers and worse. guidance system which allows it to
return to your hand after it hits
Self-Returning Vibro Disk the target. The whole unit is
Size: Small (no bonus or penalty to powered by a small, strangely-
conceal with a “sleight-of-hand” shaped power cell that isn't
roll) compatible with any other
Cost: 380 Units Tentative Purchase weapons. It takes a round to open
DC: 15 Required Proficiency: the unit up and replace the power
Martial-Ranged Handed: Requires cell.
1 hand to use Range Increment: 20
feet “To Hit” Bonus: +1 Magazine:
30
Rate of Fire: As many times as the
wielder has attacks
Damage: 1d6+2 Slashing (18-20
x2)
Weight: 1 pound
Armor Class: 9 (21 in the air)
Hardness: 9 Hit Points: 2
DC required to break this item
with a Strength Roll: 15 (13 to
break the antigravity motor)
Special: Ignores 9 points of
Hardness or Damage Resistance Self-Returning Shuriken
Accessories: Energy Cell (1/2 Size: Tiny (+4 bonus to conceal
pound, costs 10 units) Description: with a “sleight-of- hand” roll)
A perfectly round vibronic Cost: 250 Units Tentative
throwing blade, equipped with a Purchase DC: 13 Required
guidance system which brings it Proficiency: Martial-Ranged
back to your hand once you throw Handed: Requires 1 hand to
it. The vibroblade doesn't become use Range Increment: 10 feet
active until after it leaves your “To Hit” Bonus: -Magazine:
hand. It cuts through solid 30
materials at least as well as a Rate of Fire: As many times as
hypersharp disk, and is the wielder has attacks
Automatic
considerably lessBoomerang
dangerous to Damage: 1d4 Piercing (20 x2)
handle. The(No
Size: Small diskbonus
runs onor a small
penalty Weight: 1/2 pound
round
to power-cell,
conceal which isn't
with a “sleight of hand” Armor Class: 13 (21
compatible
roll) with any other in the air)
weapons.
Cost: 360 Units Tentative Purchase Hardnes
DC: 15 Required Proficiency: s: 9 Hit
Martial-Ranged Handed: Requires Points: 1
1 hand to use Range Increment: 30 DC required to break this item
feet “To Hit” Bonus: -Magazine: 75 with a Strength Roll: 14 (13 to
Rate of Fire: As many times as the break the antigravity motor)
wielder has attacks Accessories: Miniature Energy
Damage: 1d6 Bludgeoning (20 x2) Cell (1/20 pound, costs 30 units)
Weight: 1 pound Description: A tiny antigravity
Armor Class: 9 (21 in the air) motor and an onboard targeting
Hardness: 10 Hit Points: 1 system make this weapon
DC required to break this item possible. When you fling at a
with a Strength Roll: 16 (13 to target, it makes minor course
break the antigravity motor) corrections, steers itself in just
Accessories: Energy Cell (1/2 Self-Returning
close enough to slash the Shuriken
without getting stuck and then
target
pound, costs 10 units) Description: With
returnsVenom
to your hand. Ideal for
A curved plastic stick, shaped like Size:
budgetTinyconcious
(+4 bonusspace-ninjas.
to conceal
an airfoil in cross-section. It's a with
You'lla “sleight of hand”
never have roll) new
to buy
sort of high-tech boomerang, Cost: 275again.
shuriken Units
made from advanced materials Tentative Purchase DC: 13
that have far better aerodynamic (usually illegal) Required
properties and far less air Proficiency: Martial-Ranged
101
Handed: Requires 1 piercing damage. It could be
hand to use Range shaped like a traditional Japanese
Increment: 10 feet "throwing star" or a two-ended
“To Hit” Bonus: -- knife or even the kind of blade
Magazine: 30 circus knife-throwers use.
Rate of Fire: As many times as Whichever variety you prefer, be
the wielder has attacks extra careful when reaching for it
Damage: 1d4 Piercing (20 x2) The Self-Returning
in the dark! Force-Blade
target must make a Fortitude Save Size: Tiny (+4 bonus to conceal
vs. DC 20 or take an additional 3d8 with a “sleight of hand” roll)
Damage from poison. Cost: 350 Units Tentative
Weight: 1/2 pound Armor Class: 13 Purchase DC: 14 Required
(21 in the air) Proficiency: Martial-
Hardness: 8 Hit Points: 1 Ranged Handed: Requires
DC required to break this item with 1 hand to use Range
a Strength Roll: 15 (13 to break the Increment: 30 feet “To
antigravity motor) Hit” Bonus: +4 Magazine:
Special: Returns to your hand after 20
you throw it, whether you hit the Rate of Fire: As many times as the
target or not. wielder has attacks
Accessories: Miniature Energy Cell Damage: 1d4+3 Slashing (18-20 x2)
(1/20pound, costs 30 units) Weight: 1 pound
Description: A version of the self- Armor Class: 13 (21 in the air)
returning shuriken that injects the Hardnes
target with poison. It only holds s: 5 Hit
enough poison for one dose but it Points: 2
won't inject it unless it actually hits DC required to break this item
flesh. The miniature power cell can with a Strength Roll: 14 (13 to
Self-Returning
be
takes a minute or so
Throwing
replaced in one round
of
but it
intensive
break the antigravity motor)
Knife,
work withHypersharp
a set of jewler's tools to
Accessories: Energy Cell (1/2
Size: Tiny (+4 bonus to conceal pound, costs 10 units) Description:
replace the empty poison
with a “sleight of hand” roll) reservoir. A small black plastic sphere. When
Cost: 315 Units Tentative Purchase you fling it at the target, a force-
DC: 14 Required Proficiency: field sharper than any physical
Martial-Ranged Handed: Requires 1 blade appears in a shimmering
hand to use Range Increment: 10 deadly ring around its middle. The
feet “To Hit” Bonus: +2 Magazine: device looks a little like a model of
30 the planet Saturn when it's in kill-
Rate of Fire: As many times as the mode. A built-in antigravity motor
wielder has attacks and computerized guidance
Damage: 1d4 Slashing (17-20 x3) system will carry it back to your
Weight: 1 pound Razerang
hand
work.
once it has done its bloody
The blade
Armor Class: 13 (21 in the air) Size: Small (No switches
bonus oroffpenalty
Hardness: 10 Hit Points: 1 before
to concealit reaches
with a you. If you
“sleight of are
hand”
DC required to break this item with moving
roll) while you attack, it will
a Strength Roll: 14 (13 to break the track on
Cost: 400yourUnitsnew position and
antigravity motor) return
Tentativeto you there. Changng
Purchase DC: 15 the (Often
Special: Vorpal Weapon. On a power cell
Unavailable) is an involved process
critical hit, this weapon will sever and takes a full
Required round.
Proficiency: Martial-
the target's head from their body. Ranged
Accessories: Miniature Energy Cell Handed: Requires 1 hand to use
(1/20pound, costs 30 units) Range Increment: 50 feet
Description: A throwing blade “To Hit” Bonus: +3
edged with ultra-sharp Magazine: 30
monofilament wire, no thicker than Rate of Fire: Three Attacks
a single molecule. It parts flesh far Per Round Damage:
better than a hot knife through 1d6+2 Slashing (17-20 x3)
butter. An tiny built in antigravity Weight: 1 pound
module and a miniature Armor Class: 13 (23 in the air)
navigational computer can return it Hardnes
safely to your hand (although s: 5 Hit
"safe" might be a relative term Points: 3
when you have a hypersharp blade DC required to break this item
flying toward your fingers). with a Strength Roll: 15 (13 to
This is a generic template for any break the antigravity motor)
hypersharp throwing knife with Special: Vorpal. On a critical hit,102
points, as opposed to a hypersharp this weapon will sever the target's
disk or flying razor, which do head from their body. This does
slashing rather than not work on creatures that do not
have heads, and at the
DM's discretion there may be Self-Returning Hyperdense
targets who suffer no particular
ill effect from having their heads Ball
cut off (robots, for example, or Size: Medium (-4 penalty to
zombies). conceal with a “sleight of hand”
Accessories: Energy Cell (1/2 pound, roll)
costs 10 units), Target Designation Cost: 355 Units Tentative Purchase
Goggles (1/2 pound, cost 250 units) DC: 15 Required Proficiency:
Description: It looks like a sort of Simple Handed: Requires 1 hand to
flattened plastic oval, but when use Range Increment: 20 feet “To
flung at a target, two shiny curved Hit” Bonus: +2 Magazine: 25
blades slip out of either side. These Rate of Fire: As many times as the
blades are edged with wielder has attacks
monofilament wire, one molecule Damage: 1d6+2 Bludgeoning (18-
thick and are far sharper than any 20 x2)
conventional knife. It flies past the Weight: 5 pounds (3 tons if the
target, slashing them with its blades antigravity motor fails)
and then returns to the user's hand. Armor Class: 9 (18 in the air)
The small antigravity motor and on- Hardness: 15 Hit Points: 60
board targeting systems are run by DC required to break this item with
a tiny power cell, which takes a full a Strength Roll: 35 (13 to break the
round to replace. If you are wearing antigravity motor)
the Target Designation Goggles, Special: Can only be lifted because
you can instruct the Hammer
Self-Returning Razerang to of its onboard anti-gravity
attack up to three opponents in a generator. When the power cell
Size: Medium (-4 penalty to conceal runs out, the weapon becomes
single round and to continue
with a “sleight of hand” roll)
attacking impossible for anyone with a
Cost: 325 tagets on the next round,
Units Tentative Strength of less than 50 to move.
rather than returning
Purchase DC: 14 Required to your hand.
Set three or Martial-
four razerangs going at Accessories: Energy Cell (1/2
Proficiency: pound, costs 10 units) Description:
once,
Ranged and you've Requires
Handed: really got a party!
A black plastic sphere, a little
1 hand to use Range smaller than a soccer ball. This is a
Increment: 20 feet “To high-tech variation on the oldest
Hit” Bonus: -Magazine: 25 human weapon. You hurl it at the
Rate of Fire: As many times as target like a big rock. It has a core
the wielder has attacks of hyperdense matter and would
Damage: 1d8 Bludgeoning (20 x2) be far too heavy to lift if it didn't
Weight: 5 pounds have an antigravity generator built
Armor Class: 9 (18 in. It also has a small on-board
in the air) targeting computer that guides it
Hardnes to the target, and then back to the
s: 10 Hit person who threw it. The ball has a
Points: 7 gigantic mass, even though it
DC required to break this item with effectively weighs nothing. It
a Strength Roll: 18 (13 to break the strikes the target with a huge
antigravity motor) Accessories: amount of momentum and has to
Energy Cell (1/2 pound, costs 10 be carefully decelerated on its way
units) Description: A short, heavy back to the user.
hammer with an almost absurdly The antigravity generator can
heavy head. This is a weapon, rather run almost indefinitely when the
than a tool, meant to pound in ball is just being carried around,
faces rather than pound in nails. It but in combat it has only enough
would be too heavy and too power for about 25 uses (the
unbalanced to do either, if it deceleration process drains it
weren't for the antigravity engine badly). It runs on a special, oddly-
built into the handle. It also has a shaped power cell which isn't
computerized guidance system that compatible with any other
can return it to your hand after you weapons. Changing the battery is
lob it at the target. You can use it to an involved process, which
bash people the old fashioned way, Flying
requires a
Guillotine
toolkit and to
takes three
at close range, or fling it at a target Size: Tiny (+4 bonus conceal
rounds of continuous
with a “sleight of hand” roll)
up to forty feet away. concentration.
It is hard to be sure who would Cost: 325 Units
If the antigravity engine runs out
produce a weapon like this. it's of power the ball will settle gently
expensive, complex and highly to the ground and sit there,
advanced, yet barbaric and more immovable, until somebody
than a little silly. Perhaps there are replaces its power cell. 103
wealthy oddballs out there who are
a little too hung up on Norse
mythology, or perhaps there are
advanced civilizations that have
always loved chucking hammers at
Tentative Purchase DC: 14 (usually particular ill effect from having
illegal) their head cut off, the
Required Proficiency: Exotic monofilament has instead cut them
Weapons-Ranged into two or more pieces. There may
(Also works with any other flying still be a few creatures (incorporeal
Hyperwire weapon) beings, for example) who can
Handed: Requires 1 hand to use survive this, at the DM's discretion.
Range Increment: 20 feet Accessories: Miniature Energy Cell
“To Hit” Bonus: +2 (1/2 0pound, costs 30 units)
Magazine: 25 Description: A smooth metallic oval.
Rate of Fire: Once per round When flung at the target it
Damage: 2d6 Slashing (16-20 x4) separates into six floating
Weight: 1 pound antigravity modules, connected by a
Armor Class: 9 (18 in the air) web of ultra-strong, ultrasharp
Hardness: 5 Hit Points: 5 monofilament wire, no thicker than
DC required to break this item a single molecule. A direct hit from
with a Strength Roll: 25 (13 to this device will reduce just about
break the antigravity motor) any medium-sized opponent to
Special: Vorpal. On a critical hit, neat little chunks. Any target
this weapon will sever the target's wearing armor made from a
head from their body. This does material with a hardness greater
not work on creatures that do not then 20 will instead break the wire
have heads, and at the DM's and ruin the device. Whether or not
discretion there may be targets the device hits the target, it will
who suffer no particular ill effect snap back together and return to
from having their heads cut off the user's hand. If the device is
(robots, for example, or zombies). broken, it may damage the user.
Accessories: Energy Cell (1/2 Roll a ranged touch attack at a +2
pound, costs 30 units, oddly bonus. If it hits, the user catches
shaped, not compatible with most themselves on a stray piece of wire
other weapons and equipment) and loses 1d6 hp. The Web-Pod's
Description: A smooth ceramic pod guidance system is confused by
with a line down the middle. Fling targets that are bigger than "Large"
it, and its antigravity motor floats it in size and it can't be persuaded to
smoothly through the air toward attack them.
target. Halfway there it seperates
into two halves, about three-feet
apart, with a monofilament wire
between them. Once it hits the
target, reaches the end of its range,
or senses an Web-Pod
Hyperwire object in front of it
which
Size: it
Smallcan't
(No cut through,
bonus the unit
or penalty to
snaps
conceal back
with together
a “sleight andof returns
hand” to
the
roll) wielder's hand. Self-Returning Hyperspeed
It
Cost:takes some practice to use
360 Units Ball
without
Tentative hurting
Purchase yourself.
DC: unit It is
15 (usually Size: Tiny (+4 bonus to conceal with
possible
illegal) to attack the in the a “sleight of hand” roll)
air, but
Required its AC is high enough
Proficiency: difficult. to
Exotic Cost: 350 Units Tentative Purchase
make this
Weapons-Rangeddiscouragingly DC: 14 Required Proficiency: Simple
Our
(Also best
worksadvicewithis to
anyspare the flying
other Handed: Requires 1 hand to use
effort and
Hyperwire duck.
weapon) There is only a Range Increment: 40 feet “To Hit”
limited
Handed: market for
Requireswith this
1 handitem, but
use it
to keen Bonus: -Magazine: 50
remains
Range popular
Increment: 20 those
feet Rate of Fire: As many times as the
on
“Tocollecting
Hit” Bonus: heads.
+2 wielder has attacks
Magazine: 30 Damage: 1d4+2 Bludgeoning (18-
Rate of Fire: Once per 20 x2) or 1d4+2
round Damage: 4d6+4 Nonlethal
Slashing (16-20 x4) Weight: 1 pound
Weight: 2 pounds Armor Class: 13 (23 in the air)
Armor Class: 13 (18 in the air) Hardness: 6 Hit Points: 5
Hardness DC required to break this item with
: 5 Hit a Strength
Points: 5
DC required to break this item with
a Strength Roll: 25 (13 to break the
antigravity motor) 104
Special: Improved Vorpal Weapon.
On a critical hit, this weapon will
sever the target's head from their
body. If the target does not have a
head, or suffers no
Roll: 15 (13 to break the antigravity with psychopaths, mad scientists
motor) and the occasional race of
Special: Returns to your hand after depraved invaders. It has little
making an attack and can be used market outside these venues.
again on the next round.
Accessories: Miniature Energy Cell
(Weighs 1/10 pound, costs 30 Flying Three-Bladed
units, is oddly shaped and Chainsaw
incompatible with most other Size: Large (-8 penalty to conceal
weapons, except possibly for with a “sleight of
certain types of bolas and other hand” roll)
spherical throwing weapons, at the Cost: 300 Units
DM's discretion) Description: A Tentative Purchase DC: 14 (usually
little round plastic ball, about the illegal) Required Proficiency: Simple
size of a jawbreaker. It contains a Handed: Requires 1 hand to use
small antigravity motor and a very Range Increment: 20 feet “To Hit”
simple guidance system, which Bonus: -Rate of Fire: Once per
returns the device to your hand round Damage: 3d12 Slashing (18-
after it hits something. The 20 x4) Ignores up to 3 points of
antigravity motor makes it go very Hardness or Damage Resistance
fast once you launch it at the Weight: 15 pounds Armor Class: 7
target and it hits with tremendous Hardness: 9 Hit Points: 5
force. It can break ribs, rupture DC required to break this item
organs and punch holes in walls. with a Strength Roll: 13
By taking a Standard Action you Special: -2 to any attempt to find
can reset the ball to do only this weapon with a "Search" roll.
Nonlethal Damage. Replacing its Accessories: Energy Cell (1/2
battery is much more involved. pound, costs 10 units) Description:
The ball will shut down and refuse Antigravity technology meets
to perform before it's antigravity antisocial personality disorder. This
module wears out, which will rude weapon looks a lot like three
prevent you from getting into any chainsaws pointing out from each
embarrasing mishaps when the other in different directions. You
hyperdense matter assumes its hurl it at your enemies (or your
real weight. To open the ball and hapless victims, as the case may be)
switch out its used power cell for a and it flies spinning through the air
new one takes three full rounds. toward them. The look of stunned
disbelief on their faces as they see
it whirling toward them is almost as
satisfying as the sound of it
Flying Buzzsaw Blade chewing through their bones.
Size: Small (No bonus or penalty
to conceal with a “sleight of hand”
roll)
Cost: 285 Units
Tentative Purchase DC: 14 (usually
illegal) Required Proficiency:
Martial-Ranged Handed: Requires
0 or 1 hand to use Range
Increment: 30 feet “To Hit” Bonus:
-Magazine: 50
Rate of Fire: Once per round
Damage: 2d4+3 Slashing (18-20 x3)
Ignores up to 3
points of Hardness or Damage
Resistance
Weight: 2 pounds The Triparite Blade
Armor Class: 9 (18 in the air) Size: Medium (-4 penalty to conceal
Hardness: 5 Hit Points: 3 with a “sleight of hand” roll)
DC required to break this item Cost: Not usually for sale, might
with a Strength Roll: 14 (13 to fetch up to 25,000 Units if sold on
break the antigravity motor) the black market.
Special: Returns to your hand after Tentative Purchase DC: N/A (not
making an attack and can be used usually possible to
again on the next round.
Accessories: Energy Cell (1/2
pound, costs 10 units) Description: 105
The flying Buzzsaw Blade is
popular
bu
y) whirligig has instead cut them into
Required Proficiency: Exotic slices. There may still be a few
Weapons, Missile Handed: creatures (totally amorphous
Requires 1 hand to use Range beings, for example) who can
Increment: 40 feet “To Hit” Bonus: survive this, at the DM's discretion.
+2 Description: This diabolical little
Rate of Fire: Each weapon can only weapon consists of a small central
be thrown once, but you can globe, with three disks whirling
launch as many of them as you around it at a distance of about
have attacks three feet. The whirling disks are
Damage: 1d12 Slashing (18-20 x2) connected to the central sphere
Weight: 3 pounds Armor Class: 7 with monofilament wire, hundreds
Hardness: 20 Hit Points: 60 of times sharper than the sharpest
DC required to break this item razor. The whirligig floats across
with a Strength Roll: 45 Whomp-Disk
the battlefield at a rate of 60 feet
Description: A three-bladed per round
Size: Small and
(no responds to the to
bonus or penalty
crystalline weapon, unnaturally wielder'swith
conceal commands (it comes with
a “sleight-of-hand”
hard and sharp. It can be used as a a tiny remote control that can be
roll)
bladed melee weapon or flung like easily 750
Cost: operated with one hand).
Units Tentative Purchase
a missile weapon with the same DC: 17 Required Proficiency: Simple
weapon proficiency. It does not Handed: Requires 1 hand to use
conduct electricity, is not subject Range Increment: 50 feet “To Hit”
to rust or corrosion attacks and is Bonus: -Magazine: 45
much more durable than any Rate of Fire: Three attacks per
metal blade. If it is thrown at a round Damage: 1d8 Bludgeoning
target and misses, it will return to (20 x2)
your hand like a boomerang (but Weight: 1 pound
only if you have the Weapon Armor Class: 9 at rest, 23 when in
Proficiency). If an unskilled user flight.
tries to throw this weapon, they Hardness: 5 Hit Points: 5
must make a Reflexes Saving DC required to break this item with
Throw vs. DC 13 to keep from a Strength Roll: 17
wounding themselves for 1d4 Description: A lightweight plastic
damage. disk a little bigger than a saucer.
You can carry it or leave it floating
just above your right wrist,
spinning in place (it can do this
indefinitely). On command, the disk
will fly out, smack up to four
opponents and return to your
Whirligig hand. It is possible to attack the
Size: Small (No bonus or penalty disk in mid-flight, but of course its
to conceal with a “sleight of hand” Armor Class is pretty high. The
roll) Whomp- Disk can also be set to
Cost: 800 Units protect you in your sleep, although
Tentative Purchase DC: 17 (Often it can't really tell friend from foe
Unavailable) and will simply attack anyone who
Required Proficiency: Simple comes within range. It takes a few
Handed: Requires 1 hand to use seconds of concentration to set the
Range Increment: 30 feet Whomp-Ball
disk to sleep-protection mode,
“To Hit” Bonus: +2 Size: Diminutive (+8 bonus to so
you can'twith
conceal do it while you
a “sleight of are being
hand”
Magazine: 10 knocked unconcious. When it
Rate of Fire: Once per round roll)
attacks
Cost: 650 byUnits
itself,Tentative
the disk has a
Purchase
Damage: 2d6 Slashing (15-20 x4) Ranged Attack Bonus of +3.
Weight: 2 pounds Armor Class: 9 DC: 16 Required Proficiency: Simple
Hardness: 5 Hit Points: 3 Handed: Requires 1 hand to use
DC required to break this item Range Increment: 60 feet “To Hit”
with a Strength Roll: 40 Bonus: -Magazine: 60
Special: Improved Vorpal Weapon. Rate of Fire: Four attacks per round
On a critical hit, this weapon will Damage: 1d6 Bludgeoning (19-20
sever the target's head from their x2)
body. If the target does not have a Weight: 1 pound
head, or suffers no particular ill Armor Class: 13 at rest, 24 when in
effect from having their head cut flight.
off, the
106
Hardness: 4 Hit Points: Range Increment: 10 feet
1 “To Hit” Bonus: Ignores Armor
DC required to break this item with Rate of Fire: Once per round
a Strength Roll: 14 Damage: From 1 to 7d6 Slashing--
Description: A small plastic ball, soft see description
and rubbery to the touch. It Weight: 1 pound
contains an antigravity engine Armor Class: 9
made from some kind of soft and Hardness: 15
flexible synthetic material, which Hit Points: 10
only needs to have its battery DC required to break this item
replaced once every ten years or so. with a Strength Roll: 25
The ball responds to thought- Accessories: None Known
commands and can attack any four Description: A folded-up
targets within forty feet in a single spherical armature, about the
round. At the end of every round in size of a baseball. When flung at
which it attacks, it returns to the a a target, it unfolds itself,
user's hand. If it were somehow opening up into a round metal
intercepted in mid-flight, whoever framework that is big enough to
took it would be able to use it fit a man's torso inside.
themselves on the next round. The ball drops over the target,
The Whomp-ball can be engulfing their head or their upper
instructed to protect its user in body. Then it folds back in on itself.
their sleep, attacking anyone It can fold up a little and do just a
(friend, foe or hotel maid) who die of damage or it can fold up all
comes within 60 feet. You cannot the way and do its full seven dice
set it to sleep mode while you are or anywhere in between.
in the act of falling unconcious, but Once the ball has someone
you could instruct
Hoberman's ahead ofSphere
Deadly time to trapped inside, it can automatically
go into
Size: sleep
Small mode
when if it senses
collapsed (No that do up to its full number of dice to
you
bonus have lost conciousness
or penalty to conceal(thiswith a them, spaced out over as many
could
“sleight of hand” roll), wise
be either a very Largemove
whenor rounds as the wielder likes. So, for
a veryexpanded
fully foolish one—it will attack
(-8 penalty to example, it could do one die of
paramedics,
conceal with too).
a “sleight of hand” damage to the victim on the first
When it attacks by itself, the ball
roll) round and then six dice on the
has
Cost:an500
Attack
UnitsBonus of +4. second. Or it could do two dice of
Tentative Purchase DC: 15 (Often damage on the first, second and
Unavailable) Required thrird rounds and then just one on
Proficiency: Exotic Weapons- the next. The only way to keep
Ranged Handed: Requires 1 from taking the damage is to

Ranged Weapons
The sphere's ability to dole out
painful damage slowly, over a
period of time, makes it an ideal
tool for interrogations, if you're
Bows, arrows, slings and their variants havesome
served mankind
kind well for
of a sadistic the past
freak.
25,000 years. They haven't died out yet, nor have we stopped trying to
improve them. Perhaps this technology will continue to advance into the
Slingshots
distant future, and muscle powered weapons will be seen alongside lasers
and gaussguns in the arsenals of tomorrow.
An often overlooked variation on the bow, a slingshot can be a serious
weapon if it's made from the right materials. Even now, in the early 21st
century, surgical tubing can be used to make slingshots that carry enough
force to be dangerous at close range and in the future here may well be
plastics with more elastic strength than any present-day material.
Small, cheap, easy to conceal and quick to aim, a slingshot can also have a
surprising amount of stopping power, particularly when you use it to launch
a hand grenade. Slingshots can also be used to fire any of the darts listed in
the section on dart guns, at no penalty.

107
Heavy Slingshot
Size: Small (No bonus or penalty to
conceal with a “sleight of hand”
roll)
Cost: 30 Units Tentative Purchase
DC: 5 Required Proficiency: Simple
Handed: Requires 2 hands to use
Range Increment: 80 feet “To Hit”
Bonus: -Rate of Fire: As many times
as the wielder has attacks
Damage: 1d6+1 Bludgeoning (20
x2) or per special load.
Weight: 2 pounds Armor Class: 9
Hardness: 1 Hit Points: 1
DC required to break this item with
a Strength Roll: 12
Description: An even more
powerful futuristic slingshot. It
uses super-elastic, super-strong
polymer tubing to launch its
projectiles. This model is too big to
fit conveniently in a street-urchin's
back-pocket. It is worn on a kind of
metal brace which fits around your
wrist. It's a dangerous weapon
when launching rocks or steel ball
bearings but it can also be used to
Advanced Materials launch any of the darts or hand
Slingshot grenades listed in this book. Use
Size: Small (No bonus or penalty to the slingshot's range rather than
conceal with a “sleight of hand” roll) the dart or the grenade's range
Cost: 15 Units Tentative Purchase when you launch one.
DC: 4 Required Proficiency: Simple
Handed: Requires 2 hands to use
Range Increment: 60 feet “To Hit”
Bonus: -Rate of Fire: As many times
as the wielder has attacks
Damage: 1d6 Bludgeoning (20 x2)
or per special load.
Weight: 1 pound Armor Class: 9
Hardness: 1 Hit Points: 1
DC required to break this item with
a Strength Roll: 12
Description: The future of the
slingshot, it launches its missiles
with an elastic tubing material that
has far more strength and resilience
than anything in use today. It can
do real damage to a target at a
surpisingly good range, and can
also be used to launch any of the
darts or any of the grenades listed
in these rules. The stats listed above
assume that the weapon is firing a
steel ball bearing, but there are of
course no end of things you might
use. A rock does slightly less Improvised Slingshot
damage (1d4) while a glass bottle Size: Tiny (+4 bonus to conceal
acts as a Splash- effect weapon, with a “sleight of hand” roll)
doing 1d4 Slashing damage to the Cost: 5 Units to make yourself
target and one point to anyone Tentative Purchase DC: 2 (for the
within a five foot radius who fails a materials required
Reflexes Save vs. DC 15. to make one)

108
Required Proficiency: while its frame could be made
Simple Handed: from any sort of rigid plastic or
Requires 2 hands to metal.
use Range Increment: We have assumed that most of
40 Feet “To Hit” the futuristic slingshots listed here
Bonus: -Magazine: 1 are made from materials specially
Rate of Fire: As many times as the crafted to be ideal for the job
wielder has attacks (laminate composite resins with just
Damage: 1d4 Bludgeoning (20 x2) the right amount of strength and
Or per special load. give, superelastic polymers, etc.)
Weight: 1 This one is made from whatever its
pound builder could scavenge, so it
Armor doesn't have anything like the same
Class: 9 range and stopping power.
Hardness: Most commonly seen in the
1 Hit hands of post- apocalyptic
Points: 1 survivors, street gangs might also
DC required to break this item with carry slingshots like this, if no better
a Strength Roll: 10 weapons are available.
Accessories: -Description: A crude If a PC would like to make one, let
slingshot, made from whatever them gather some appropriate
Bows and Arrows
materials are available. Surgical
tubing or old rubber tires are the
likeliest materials it might use for
materials together and make a
"Repair" skill roll vs. DC 15.
elastic,
Decadent or tradition-bound societies might apply advanced technology to
bows and arrows. And they may have broader uses in a futuristic setting than
for gladiatorial combat and ceremonial hunts. Bows and arrows actually have
some surprising advantages on the post-modern battlefield. They are quiet
and leave no chemical or energy signature for sensors to pick up. They have
excellent penetration against body armor and in the hands of a sufficiently
skilled marksman their range is comparable to firearms. Some armies might
use bows and arrows as a kind of low-tech, stealthy grenade launcher and
design arrows that explode, or carry gas weapons or electroshock devices or
all sorts of other odd effects (especially if these cultures are big on comic
books).
We have listed four sample futuristic bowsDamage:
for youUsually
here, along with
1d6Arrow?
(20 x3)aWe've
wide
selection of strange trick arrows. You wantPiercing
a Sonic(but
Screamer
see individual arrows)
got it. A Boxing Glove Arrow? I'm afraid we've got that
Weight: too
3 pounds Armor Class: 9
Hardness: 5 Hit Points: 10
DC required to break this item with
a Strength Roll: 18
Accessories: Arrow (Weighs 3
pounds per 20 arrows, costs 10 for
a set of 20)
Description: A composite bow,
made out of synthetic materials
that give it greater force and
flexiblity than any bow from our
own epoch. This is how an
Advanced Materials advanced civilization that really
Composite Bow cares about archery would craft a
Size: Large (-8 penalty to conceal bow.
with a “sleight of hand” roll) Advanced Materials
Cost: 1,000 Units Shortbow
Tentative Purchase DC: 18 Size: Medium (-4 penalty to
Required Proficiency: Martial- conceal with a “sleight of hand”
Ranged roll)
Handed: Requires 2 hands to use Cost: 300 Units
Range Increment: 120 Feet (but Tentative Purchase DC: 14
can be less with Required Proficiency: Martial-
certain arrows) Ranged
“To Hit” Bonus: -Rate of Fire: As Handed: Requires 2 hands to use
many times as the wielder has Range Increment: 75 Feet (but can
attacks be less with
certain arrows) 109
“To Hit” Bonus: -Rate of Fire: As Rate of Fire: As many times as the
many times as the wielder has wielder has attacks
attacks Damage: Usually 1d6+1 (20 x3)
Damage: Usually 1d6 (20 x3) Piercing (but see individual arrows)
Piercing (but see individual arrows) Weight: 6 pounds Armor Class: 8
Weight: 3 pounds Armor Class: 9 Hardness: 6 Hit Points: 12
Hardness: 5 Hit Points: 10 DC required to break this item
DC required to break this item with with a Strength Roll: 25
a Strength Roll: 18 Special: Does an extra +2 points of
Accessories: Arrow (Weighs 3 piercing damage, whatever arrow
pounds per 20 arrows, costs 10 for it is firing.
a set of 20) Accessories: Arrow (Weighs 3
Description: A shorter, cheaper pounds per 20 arrows, costs 10 for
bow, made for casual enthusiasts a set of 20)
rather than professional Description: A monster bow,
bowhunters. It doesn't have the intended for creatures with greater
same pull and is far easier to use. It than human strength to use.
also doesn't have anything like the Anyone with a Strength of less
range of a really high-end weapon, than 16 will use this weapon at a -
but then again it's not intended to. 4 penalty. Anyone with a Strength
Advanced Materials Bow, of less than 12 can't even attempt
to use it (they can't draw the
Lightweight bowstring). It isn't built to the
Size: Large (-8 penalty to conceal same standard as some of the
with a “sleight of hand” roll) other
Advanced bows Materials
listed here,Bow, so it
Cost: 500 Units doesn't get quite as much of a
Tentative Purchase DC: 15 Masterpiece
range bonus as it otherwise might.
Required Proficiency: Martial- Size: Large (-8 penalty to conceal
Ranged with a “sleight of hand” roll)
Handed: Requires 2 hands to use Cost: 5,000 Units (if you can find
Range Increment: 100 Feet (but can one at all) Tentative Purchase DC:
be less with 23 (Often Unavailable) Required
certain arrows) Proficiency: Martial-Ranged
“To Hit” Bonus: -Rate of Fire: As Handed: Requires 2 hands to use
many times as the wielder has Range Increment: 170 Feet (but
attacks can be less with certain arrows)
Damage: Varies, according to what “To Hit” Bonus: +2
kind of arrow it fires. Usually 1d6 Rate of Fire: As many times as the
Piercing (20 x3) wielder has attacks
Weight: 2 pounds Armor Class: 9 Damage: Damage: Usually 1d6+1
Hardness: 5 Hit Points: 10 (20 x3) Piercing (but see individual
DC required to break this item with arrows)
a Strength Roll: 18 Weight: 3 pounds Armor Class: 9
Accessories: Arrow (Weighs 3 Hardness: 6 Hit Points: 11
pounds per 20 arrows, costs 10 for DC required to break this item
a set of 20, other arrows have their with a Strength Roll: 19
own individual costs and weights, Accessories: Arrow (Weighs 3
see individual listings) Description: pounds per 20 arrows, costs 10 for
A lighter bow, intended for lengthy a set of 20)
excursions, where weight is at a Description: A truly superb
premium. It sacrifices some range weapon, built with the very best
to be easy to carry, but it is built materials available, no time
from the same advanced materials constraints and no concern for
Advanced
technology asMaterials
the "Advanced Bow, expense. This is the kind of
Ultraheavy
Composite Bow" and like it is
intended
weapon a very wealthy expert
Size: Largefor(-8serious
penaltyhunters and
to conceal bowhunter from a technologically
outdoorsmen, rather than
with a “sleight of hand” roll) casual advanced civilization might have
hobbyists.
Cost: 1,200 Units specially made by a hand-picked
Tentative Purchase DC: 18 team of design experts, or that the
Required Proficiency: Martial- Advanced
most exalted Materials
heroes of aArrowculture
Ranged Size: Mediumthe
that reveres (-4 bow
penalty to wield.
might
Handed: Requires 2 hands to use conceal
If there with are aspace-elves
“sleight of hand”
in your
Range Increment: 150 Feet (but can roll)
campaign (and they aren't all
be less with Cost:
using 10 Units
silly (set ofbows")
"energy 20) this is
certain arrows) the weapon that their king uses.
“To Hit” Bonus: -- 110
Tentative Purchase DC: 3 Armor Class: 9 Hardness: 5 Hit
Required Proficiency: Points: 1
Martial-Ranged Handed: DC required to break this item with
N/A a Strength Roll: 15 Arrow itself is
Range Increment: Same as the DC 12)
bow it is being fired from Description: An arrow with a head
“To Hit” Bonus: +1 edged in monofilment wire. This
Rate of Fire: As many times as the gives it a cutting surface which is
wielder has attacks one one molecule thick--far
Damage: 1d6+1 Piercing (20 x3) sharper than the sharpest possible
Weight: 20 arrows per 3 pounds arrowheads made with
Armor Class: 9 Hardness: 5 Hit conventional materials. But be
Points: 1 careful when fishing this one out of
DC required to break this item your quiver! Arrow
Exploding
with a Strength Roll: 13 Size: Medium (-4 penalty to
Description: An arrow made from conceal with a “sleight of hand”
futuristic plastics, far lighter, far roll)
stronger and with far less air Cost: 450 Units Tentative Purchase
resistance than any arrow from DC: 15 Required Proficiency:
our own epoch. This is how a Martial-Ranged Handed: N/A
starfaring civilization might Range Increment: Half that of the
Spent Uranium
construct them. Arrowhead bow it is fired from
Size: Medium (-4 penalty to “To Hit” Bonus: -Rate of Fire: As
conceal with a “sleight of hand” many times as the wielder has
roll) attacks
Cost: 20 Units (set of 20) Damage: 1d6 Piercing (20 x3), plus
Tentative Purchase DC: 4 Required 5d6 Bludgeoning
Proficiency: Martial-Ranged to anything in a 5-foot radius
Handed: N/A Weight: 10 arrows per 3 pounds
Range Increment: Same as the Armor Class: 9
bow it is being fired from, minus Hardness: 1
ten feet Hit Points: 1
“To Hit” Bonus: +2 vs. AC from DC required to break this item with
armor. Does not apply to Dex- a Strength Roll: 10
based AC. Description: For all those of you
Rate of Fire: As many times as the who feel that they never should
wielder has attacks have canceled the Dukes of
Damage: 1d6+2 Piercing (18-20 Hazard, we present this handy
x3), Ignores 10 points of Hardness item. An exploding arrowhead,
or Damage Resistance. packed with a lightweight plastic
Weight: 5 arrows per 3 pounds explosive substance that takes up
Armor Class: 9 Hardness: 5 Hit far less weight and volume than
Points: 1 dynamite or TNT. This allows the
DC required to break this item arrow to be only slightly heavier
with a Strength Roll: 14 (Arrow than and to have nearly as much
itself is DC 12) range as a normal shaft. It does
Description: An arrow with an 5d6 damage to anything in a five-
armor-piercing head, it is foot radius. A Reflexes Saving
especially
Arrow good for use against Throw vs. DC
Exploding Arrow,20 halves the
vehicles. With Hypersharp damage. If the arrow has hit its
Fragmentary
Head targetMedium
Size: then the(-4target isn't
penalty to allowed
conceal
Size: Medium (-4 penalty to to make
with a of
a “sleight Saving
hand” Throw—the
roll)
conceal with a “sleight of hand” arrow460
Cost: is already stuck inPurchase
Units Tentative them so
roll) they15
DC: can't get outProficiency:
Required of its way.
Cost: 30 Units (set of 20) Martial-Ranged Handed: N/A
Tentative Purchase DC: 5 Required Range Increment: Half that of the
Proficiency: Martial-Ranged bow it is fired from
Handed: N/A “To Hit” Bonus: -Rate of Fire: As
Range Increment: Same as the many times as the wielder has
bow it is fired from “To Hit” Bonus: attacks
+2 vs. AC from armor. Does not Damage: 1d6 Piercing (20 x3) to the
apply to Dex-based AC. target plus an extra 5d6 Piercing to
Rate of Fire: As many times as the anything in a 5-foot radius
wielder has attacks
Damage: 1d6+3 Piercing (17-20 x4)
Weight: 20 arrows per 3 pounds 111
Weight: 10 arrows per Exploding Arrow, Shaped
3 pounds Armor Class:
9 Hardness: 1 Hit Charge
Points: 1 Size: Medium (-4 penalty to conceal
DC required to break this item with with a “sleight of hand” roll)
a Strength Roll: 10 Cost: 465 Units Tentative Purchase
Description: A crueler version of DC: 15 Required Proficiency:
the exploding arrow. This one is Martial-Ranged Handed: N/A
filled with lightweight metal Range Increment: Same as the bow
shrapnel and does damage to it is being fired from, minus ten feet
anything in the target's vicinity. A “To Hit” Bonus: -Rate of Fire: As
Reflexes Saving Throw vs. DC 20 many times as the wielder has
halves the damage (although the attacks
arrow's specific target isn't allowed Damage: 1d6 Piercing (17-20 x3),
to roll). plus 5d6 Bludgeoning in a 25 foot
cone. The Bludgeoning damage
ignores up to 10 points of Hardness
or Damage Resistance.
Weight: 10 arrows per 3 pounds
Armor Class: 9 Hardness: 1 Hit
Points: 1
DC required to break this item with
a Strength Roll: 10
Description: An exploding arrow
designed especially to penetrate
armor. It does its area-effect
damage in a short cone, instead of
Exploding Arrow, Flechette a sphere. A Reflexes Saving Throw
Size: Medium (-4 penalty to vs. DC 20 halves the damage from
conceal with a “sleight of hand” the explosion. If the arrow was shot
roll) into a specific target, the target isn't
Cost: 475 Units Tentative Purchase Acid-Filled
allowed to makeArrow
a saving throw.
DC: 15 Required Proficiency: Size: Medium (-4 penalty to conceal
Martial-Ranged Handed: N/A with a “sleight of hand” roll)
Range Increment: Half that of the Cost: 600 Units Tentative Purchase
bow it is fired from DC: 16 Required Proficiency:
“To Hit” Bonus: -Rate of Fire: As Martial-Ranged Handed: N/A
many times as the wielder has Range Increment: 1/3 the range of
attacks the bow it is fired from
Damage: See description Weight: “To Hit” Bonus: -Rate of Fire: As
10 arrows per 3 pounds Armor many times as the wielder has
Class: 9 Hardness: 1 Hit Points: 1 attacks
DC required to break this item with Damage: 1d6 Piercing (20 x3), plus
a Strength Roll: 10 2d6 Caustic damage per round for 1
Description: An exploding arrow d6 rounds (or until the acid is
packed with razor- sharp darts, it's somehow cleaned off or
heavier and slower than a standard neutralized).
arrow and doesn't have nearly as Weight: 20 arrows per 3 pounds
much range. On impact, it does Armor Class: 9 Hardness: 0 Hit
6d6 Piercing damage to anything Points: 1
within a 5-foot radius. A Reflexes DC required to break this item with
Saving Throw vs. DC 20 halves the a Strength Roll: 8
damage (the arrow's specific target Description: This truly mean-spirited
isn't allowed to make a saving arrow is designed to shatter on
throw). There really isn't much use impact and spray the target with
for this item apart from murder acid. Heavy and poorly balanced, it
and some extremely sacrifices a certain amount of range
unsportsmanlike kinds of hunting, and accuracy to carry its caustic
so they're usually illegal and hard load. The acid is stored in the shaft,
to find. There may be a few odd which is carefully scored so as to
cultures that use them in a military shatter on impact when fired from a
capacity or others where bow, but not break apart when
mutilating wildlife is regarded as a hastily grabbed out of a quiver. A
jolly laugh. splash attack weapon, it does its full
load of damage to the target and 1
point of damage to anyone else
within a five foot radius. A Reflexes112
Saving Throw vs. DC 20 negates the
splash
damage. arrrowhead-shaped force field,
tougher and sharper than any
blade made from ordinary matter.
Variable Metal Arrow The arrow's excessive weight and
Size: Medium (-4 penalty to awkward balance limit its range,
conceal with a “sleight of hand” but its stopping power is
roll) unequalled. It runs on a long
Cost: 1,000 Units (if one can even narrow power cell which fills up its
be found--in most places, this is at shaft. It is possible to collect and
least the equivalent of a minor reuse the arrow once you have
Artifact) fired it, but the power cell will have
Tentative Purchase DC: 18 (Often to be replaced. This takes a full
Unavailable) Required Proficiency: round and requires a skill roll vs.
Martial-Ranged Handed: N/A Robot Disrupter
DC 13 (probably Arrow
Repair, but of
Range Increment: Same as the course the DM(-4
Size: Medium can decidetowhat
penalty
bow it is fired from “To Hit” Bonus: skill would
conceal withbea appropriate to the
“sleight of hand”
+3 campaign).
roll)
Rate of Fire: As many times as the Cost: 110 Units Tentative Purchase
wielder has attacks DC: 10 Required Proficiency:
Damage: 1d6 Piercing (18-20 x3) Martial-Ranged Handed: N/A
or 2d6 Nonlethal, ignores armor, Range Increment: 1/3 the range of
ignores Hardness and Damage the bow it is fired from
Resistance, makes a Ranged Touch “To Hit” Bonus: +2 vs. Robots
Attack. Rate of Fire: As many times as the
Weight: 5 arrows per 3 pounds wielder has
Armor Class: 9 Hardness: 10 Hit attacks
Points: 5 Damage: 1d6 piercing (18-20 x3)
DC required to break this item +1d6 Electrical vs. most targets.
with a Strength Roll: 30 Does an additional 5d8 Electrical
Description: An arrow made from damage to robots and other
super-advanced variable metal. It sentient machines.
can adjust its own molecular Weight: 5 arrows per 3 pounds
density and pass harmlessly Armor Class: 9 Hardness: 1 Hit
through solid objects. It can also Points: 1
materialize inside them. It can hit DC required to break this item with
objects on the other side of walls a Strength Roll: 10
or pass though a target's armor Accessories: Miniature Energy Cell
and hit them from the
Force-Projection inside. It
Arrow (1/20 pound, costs 30 units)
can
Size: also partially
Medium (-4 rematerialize
penalty to and Description: A heavy, stubby,
do nonlethal
conceal damage,
with a “sleight disrupting poorly balanced arrow that
the
roll) target's systemof hand”
without contains a Robot Disrupter module,
actually
Cost: 100piercing
Units their flesh.
Tentative This is
Purchase powered by a special long, thin
one
DC: of the few
10 Required attacks that
Proficiency: might battery. This weapon really only
do nonlethal
Martial-Ranged damage
Handed: N/A (at
to robots lends itself to a few unlikely
the DM's discretion).
Range Increment: Same as the battlefield scenarios, so it's likely to
bow it is fired from “To Hit” Bonus: be rare and difficult to find, unless
+3 you make them yourself.
Rate of Fire: As many times as the
wielder has attacks Electroshock Arrow
Damage: 1d6+2 Piercing (18-20 x3) Size: Medium (-4 penalty to
Weight: 20 arrows per 3 pounds conceal with a “sleight of hand”
Armor Class: 9 Hardness: 1 Hit roll)
Points: 1 Cost: 455 Units Tentative Purchase
DC required to break this item DC: 15 Required Proficiency:
with a Strength Roll: 10 Martial-Ranged Handed: N/A
Special: Ignores up to 10 points of Range Increment: 1/3 the range of
Hardness or Damage Resistance the bow it is fired from
Accessories: Miniature Energy Cell “To Hit” Bonus: +2 vs. Metal Armor
(1/20 pound, costs 30 units) Only Rate of Fire: As many times as
Description: An strangely balanced the wielder has attacks
metal arrow with a force-field Damage: 1d6 piercing (20 x3) +2d6
projection nozzle where the electricity Weight: 20 arrows per 3
arrowhead should be. When pounds
launched from a bow it creates an
113
Armor Class: 9 radius. A Fortitude Saving throw vs.
Hardness: 1 Hit DC 18 reduces
Points: 1 the damage from the gas attack by
DC required to break this item with half .Wearing some
a Strength Roll: 10 kind of breathing apparatus
Accessories: Miniature Energy Cell negates it entirely.
(1/20 pound, costs 30 units) Weight: 20 arrows per 3 pounds
Description: A stubby, oddly Armor Class: 9
balanced arrow with a power-cell Hardness: 0
built into the shaft. It delivers a Hit Points: 1
potent electric shock to the DC required to break this item
target, in addition to doing its with a Strength Roll: 8
regular damage. A character who Accessories: Antidote Vial (1/20th
has the ability to deflect arrows lb, costs 150 Units, holds 2 doses,
with their bare hands (a D&D negates effect of gas in 1 round)
Monk, for example) will still take Description: It is difficult to find
the electrical damage. Won't room on an arrow to load a gas-
they look silly grabbing this one weapon delivery system. Yet that
out of the air! doesn't stop designers from
Boxing Glove Arrow trying.
Arrow This
Withone Sleep
stores the
Drug gas and
Size: Medium (-4 penalty to a propellant in two separate
Size:
chambers Medium
in the (-4shaftpenalty
and mixesto
conceal with a “sleight of hand” conceal
them with a “sleight of
on impact. It's bulky, slow, hand”
roll) roll)
delicate
Cost: 10 Units Tentative Purchase Cost: 25 and
Unitsexpensive.
(set of 20)
DC: 3 Required Proficiency: Tentative Purchase DC:
Martial-Ranged Handed: N/A Required Proficiency:
Range Increment: Same as the bow Martial-Ranged Handed:
it is being fired from, minus twenty N/A
feet “To Hit” Bonus: -1 Range Increment: Same as the
Rate of Fire: As many times as the bow it is fired from “To Hit” Bonus:
wielder has attacks -Rate of Fire: As many times as the
Damage: 1d6 nonlethal (20 x2) wielder has attacks
Weight: 5 arrows per 3 pounds Damage: 1d6 Piercing (20 x3) plus
Armor Class: 9 Hardness: 5 Hit sleep drug. See
Points: 1 description for more details
DC required to break this item with Weight: 20 arrows per 3 pounds
a Strength Roll: 10 Armor Class: 9
Description: A weird short-range Hardness: 5
arrow with a large, soft bulb at one Hit Points: 1
end instead of a standard DC required to break this item
arrowhead. Even when made from with a Strength Roll: 10
the lightest, strongest and least Accessories: Antidote Vial (1/20th
air-resistant materials that lb, costs 100 Units, holds 2 doses,
futuristic technology can dream negates effect of the drug in 1-4
up, this is still a clumsy object to rounds)
launch from a bow. It is just about Description: This arrow has been
the only non-lethal arrows ever loaded with a powerful anesthetic.
devised.
Poison Gas Arrow In addition to taking 1 d6 normal
Size: Medium (-4 penalty to damage from the arrow itself, the
conceal with a “sleight of hand” target must make a Fortitude save
roll) vs. DC 20 or fall unconscious for
Cost: 510 Units Tentative Purchase 19- Con hours (so a character with
DC: a Con of 15 would be unconscious
Required Proficiency: Martial- Arrow With
for 4 hours, Pain Drug
a character with Con
Ranged Handed: N/A 10 would
Size: be unconscious
Medium for 9 to
(-4 penalty
Range Increment: Half that of the hours
conceal and so forth).
with The arrow
a “sleight of hand”
bow it is fired from itself is made from synthetic
roll)
“To Hit” Bonus: -1 materials far superior
Cost: 30 Units to fiberglass
(set of 20)
Rate of Fire: As many times as the or wood and
Tentative has outstanding
Purchase DC:
wielder has attacks range andProficiency:
Required accuracy.
Damage: 1d6 Piercing (20 x3) plus Martial-Ranged Handed:
a gas attack that does 1d10 N/A
damage to living creatures in a 5 Range Increment: Same as the
foot bow it is fired from “To Hit” Bonus:
--
114
Rate of Fire: As many times as the bonus to hit the blind character.
wielder has attacks Accessories: Antidote Vial (1/20th
Damage: 1d6 Piercing (20 x3), also lb, costs 150 Units, holds 2 doses,
does 1d6 nonlethal damage per negates effect of drug in 1-6
round to live targets (a Willpower rounds)
Saving Throw vs. DC 21 halves the Description: This arrow has been
damage, but the target must roll partly coated with a drug that
each round) The target will affect's the target's optic nerves,
continue to take nonlethal damage causing temporary Blindness, as
until they make two Saving Throws per the spell. At the DM's
in a row (on subsequent rounds) or discretion, it might not work on
else fall unconscious. Target suffers creatures with very different body
a -4 to their attack and skill rolls on chemistry
Arrow from ours.
With The drug also
any round in which they fail their has no effect onPsychedelic
creatues that
Willpower Saving Throw. Weight: Drug
don't have eyes.
20 arrows per 3 pounds Armor Size: Medium (-4 penalty to
Class: 9 Hardness: 5 Hit Points: 1 conceal with a “sleight of hand”
DC required to break this item with roll)
a Strength Roll: 10 Cost: 20 Units (set of 20)
Special: Once struck, the target Tentative Purchase DC:
must make a Fortitude Saving Required Proficiency: Martial-
Throw vs. DC 20 or be Stunned (as Ranged Handed: N/A
per the Monk special attack), and Range Increment: Same as the bow
unable to take any action for one it is fired from “To Hit” Bonus: --
round. Rate of Fire: As many times as the
Accessories: Antidote Vial (1/20th wielder has attacks
lb, costs 150 Units, holds 2 doses, Damage: 1d6 Piercing (20 x3). Also
negates effect of the drug in 1 doses the target with a potent
round) psychedelic drug. See description
Description: This arrow has been for details.
coated with a drug that causes the Weight: 20 arrows per 3 pounds
target horrendous pain. Like most Armor Class: 9 Hardness: 5 Hit
poisoned or drugged arrows, the Points: 1
pain-inducing
Arrow Withagent
painted around
has been
Blinding Drug
the shaft, rather
DC required to break this item with
a Strength Roll: 10
Size:
than Medium (-4 penaltyThis
on the arrowhead. to helps Accessories: Antidote Vial (1/20th
conceal
to prevent with a “sleight
awkward of hand”
moments lb, costs 125 Units, holds 3 doses,
roll)
when you reach hastily into your negates effect of drug in 1-3
Cost:
quiver25 Units
and nick(set of 20)on an
yourself rounds)
Tentative
arrowhead. Purchase DC: Description: In addition to taking
Required Proficiency: Martial- damage from the arrow, the target
Ranged Handed: N/A must make Fortitude Saving Throw
Range Increment: Same as the bow vs. DC 20 or suffer the effects of a
it is fired from “To Hit” Bonus: -- powerful hallucinogenic agent. The
Rate of Fire: As many times as the drug's effects last for 3d12 rounds.
wielder has attacks Anyone who fails the initial
Damage: 1d6 Piercing (20 x3). Also Fortitude Saving Throw must now
doses the target with a neural make a Willpower Saving throw
agent that causes temporary (DC 18) every round or roll on the
blindness if they fail a Fortitude following chart.
Saving Throw vs. DC 15. See below 1 Shout insulting and inarticulate
for details. threats at no one for a round,
Weight: 20 arrows per 3 pounds drawing all kinds of negative
Armor Class: 9 Hardness: 5 Hit attention from anyone in earshot.
Points: 1 2-4 Do nothing at all for 1
DC required to break this item with round. Stare passively off into
a Strength Roll: 10 space, look at the ground or close
Special: The target must make a your eyes.
Fortitude Saving Throw vs. DC 15 5-6 Mutter random insane
or become Blind for 2d12 hours. gibberish, clap hands, twitch and
Blind characters suffer a 50% engage in other harmless but
chance of missing in combat (all distracting crazy behavior for a
their targets effectively have full round, without moving from the
concealment), lose any Dexterity spot where you are standing.
Bonus they might have had to 7-9 Throw yourself to ground
their Armor Class, move at half and take 1 point of damage. If you115
speed, suffer a -4 penalty on roll this result twice in a row you
Search checks and both Strength begin to batter yourself against the
and Dexterity based skill rolls. All ground, taking 1d3 damage per
attackers have a +2 round.
10 Act normally for 1 round. You
Poison Arrow Required Proficiency: Martial-
Size: Medium (-4 penalty to Ranged Handed: N/A
conceal with a “sleight of hand” Range Increment: Same as the
roll) bow it is fired from “To Hit” Bonus:
Cost: 20 Units (set of 20) -Rate of Fire: As many times as the
Tentative Purchase DC: wielder has attacks
Required Proficiency: Martial- Damage: 1d6 Piercing (20 x3), any
Ranged Handed: N/A living target must
Range Increment: Same as the bow make a Fortitude Save vs. DC 20 or
it is fired from “To Hit” Bonus: -- die instantly.
Rate of Fire: As many times as the Weight: 20 arrows per 3 pounds
wielder has attacks Armor Class: 9
Damage: 1d6 piercing (20 x3). Make Hardness: 5
a Fortitude Save Hit Points: 1
vs. DC 20 or take 3d8 additional DC required to break this item
Poison damage. with a Strength Roll: 10
Weight: 20 arrows per 3 pounds Description: An extremely lethal
Armor Class: 9 poison arrow, loaded with a
Hardness: 5 fiendish omnitoxin called
Hit Points: 1 Thanatoline. Although the
DC required to break this item with chemical engineering required to
a Strength produce Thanatoline is pretty
Roll: 10 sophisticated, the arrow itself is
Special: quite simple and the poison
Description: A high-tech version of delivery system goes back to the
one of mankind's oldest weapons. stone age. Thanatoline isn't a
This arrow is made of special contact poison and has to be
lightweight flexible polymers with injected directly into the victim's
the lowest possible air resistance. It Plague
bloodstream.
therefore
Arrow
painted
The
with a
arrow
small
is
ring
has superb range and accuracy. Size: Medium (-4 penalty to
After
Poison a few embarrassing
Arrow, accidents,
Extra-Lethal of the stuff
conceal withata the end of
“sleight of the shaft.
hand”
the designers found that it was This
roll) is both far simpler and far
Size: Medium (-4 penalty toa ring safer 15than building
actually
conceal far
withsafer to
a “sleightpaint
of hand” of Cost: Units (set of some
20) kind of
poison around the shaft, rather delivery system DC: into
Tentative Purchase 4 (usuallythe
roll)
than put an injection system in the arrowhead. It also doesn't interfere
Cost: 25 Units (set of 20) illegal)
arrowhead. with the arrow's
Required balance.
Proficiency: Martial-
Tentative Purchase DC: 5 (usually
illegal) Ranged Handed: N/A
Required Proficiency: Martial- Range Increment: Same as the
Ranged Handed: N/A bow it is fired from “To Hit” Bonus:
Range Increment: Same as the bow -Rate of Fire: As many times as the
it is fired from “To Hit” Bonus: -- wielder has attacks
Rate of Fire: As many times as the Damage: 1d6 Piercing (20 x3). Also
wielder has attacks infects the target with disease. See
Damage: 1d6 Piercing (20 x3). description for details.
Make a Fortitude Save vs. DC 20 or Weight: 20 arrows per 3 pounds
take 5d8 damage from poison. Armor Class: 9 Hardness: 5 Hit
Weight: 20 arrows per 3 pounds Points: 1
Armor Class: 9 Hardness: 5 Hit DC required to break this item
Points: 1 with a Strength Roll: 10
DC required to break this item with Accessories: Antidote Vial (1/20th
a Strength Roll: 10 lb, costs 150 Units, holds 2 doses,
Description: A more advanced halts the progress of the disease in
poison arrow loaded with a yet 1 hour)
more lethal toxin. New advances in Description: An arrow with a small,
aerodynamics and polymer plague-filled capsule in the head,
technology have given it a lighter, which breaks apart on impact and
stronger shaft and aSuperlethal
smoother infects the target with a
Poison
airflow Arrow, horrendous wasting disease. The
Medium (-4 penalty to its
than ever, increasing
Size:
range. target must make a Fortitude
conceal with a “sleight of hand” Saving Throw vs. DC 20 or contract
roll) the illness. The infection reduces
Cost: 30 Units (set of 20) the victim's Constitution by one
Tentative Purchase DC: 5 (usually point every hour, unless they
illegal) either make the saving throw (roll
once every two hours), get medical
treatment or hit 0 Constitution and116
die. Within 1d6 minutes of
contracting the illness the target's
attack and skill rolls are all
reduced by -2.
Arrow With Flesh-Eating
Virus
Size: Medium (-4 penalty to conceal
with a “sleight of hand” roll)
Cost: 20 Units
Tentative Purchase DC: 4 (usually
illegal)
Required Proficiency: Martial-
Ranged Handed: N/A
Range Increment: Same as the bow
it is being fired from
“To Hit” Bonus: -Rate of Fire: As Napalm Arrow
many times as the wielder has Size: Medium (-4 penalty to
attacks conceal with a “sleight of hand”
Damage: 1d6 piercing (20 x3), also roll)
transmits a flesh- eating virus that Cost: 250 Units Tentative Purchase
does 1 d6 damage per round until DC: 13 Required Proficiency:
the victim either dies or makes a Martial-Ranged Handed: N/A
Fortitude Save vs. DC 20. Range Increment: Half that of the
Weight: 20 arrows per 3 pounds bow it is fired from
Armor Class: 9 Hardness: 5 Hit “To Hit” Bonus: -Rate of Fire: As
Points: 1 many times as the wielder has
DC required to break this item with attacks
a Strength Roll: 10 Damage: 1d6 piercing (20 x3). Also
Accessories: Antidote Vial (1/20th does Heat damage--see
lb, costs 275 Units, holds 2 doses, description for details.
neutralizes virus in 1-3 rounds) Weight: 20 arrows per 3 pounds
Description: A sealed capsule in the Armor Class: 9 Hardness: 0 Hit
head of this arrow bursts on impact, Points: 1
releasing a flesh-eating virus that DC required to break this item with
will strip the meat off a man's a Strength Roll: 10
bones within a few rounds. The Description: A thick, heavy arrow
Incendiary
virus has to getArrow
into the victim's filled with a sticky, flammable
Size: Mediumto
bloodstream (-4bepenalty to conceal
effective. substance, not unlike a more
with a “sleight
Smearing of hand”
the fluid roll)skin
on their advanced version of white
Cost:
won't 485 Units any
do them Tentative
harm. Purchase phosphorus. The arrow shatters
DC: 15 Required Proficiency: and ignites on impact, covering the
Martial-Ranged Handed: N/A target and anyone else nearby in
Range Increment: Same as the bow burning glop. This does an extra
it is being fired from, minus ten feet 1d6 damage to the target and 1
“To Hit” Bonus: -Rate of Fire: As point of damage to anything within
many times as the wielder has a five foot radius. A Reflexes saving
attacks throw vs. DC 20 negates the Splash
Damage: 1d6 Piercing (20 x3). Also Damage, provided that you use
does 1d6 Heat damage per round your next movement to leave the
for 3 rounds. five-foot radius of effect. The load
Weight: 20 arrows per 3 pounds continues to burn for three rounds,
Armor Class: 9 Hardness: 4 Hit doing a d6 of Arrow
damage to the target
Points: 1 Meltaway
and
DC required to break this item with Size:one point(-4
Medium to everything
penalty to else
a Strength Roll: 10 each
conceal with a “sleightbe
round. It cannot of hand”
Description: An arrowhead packed extinguished
roll) with water, sand, or
with a lightweight plastic thermite any
Cost:other method
40 Units that relies
Tentative on
Purchase
compound, it is only marginally taking oxygen away
DC: 6 Required from a flame.
Proficiency: Martial-
larger and heavier than an ordinary Ranged Handed: N/A
arrowhead and only reduces the Range Increment: Same as the bow
arrow's range by a relatively small it is being fired from, minus ten
amount. It ignites on impact, doing feet “To Hit” Bonus: -Rate of Fire:
an extra d6 heat damage per round As many times as the wielder has
to the target for three rounds, or attacks
until it is extracted. Damage: 1d6+2 Piercing (20 x3)

117
Weight: 30 arrows limiting its range.
per 3 pounds Armor
Class: 9 Hardness: 0
Hit Points: 1 Psi-Scream Arrow
DC required to break this item with Size: Medium (-4 penalty to conceal
a Strength Roll: 10 with a “sleight of hand” roll)
Description: An arrow that melts Cost: 650 Units
away into nothing a few seconds Tentative Purchase DC: 16 (Often
after striking the target. This Unavailable) Required Proficiency:
actually does worse damage (from Martial-Ranged Handed: N/A
hemorrhaging) than an ordinary Range Increment: Same as the bow
arrow and of course leaves no it is fired from “To Hit” Bonus: -Rate
trace of the murder weapon of Fire: As many times as the
behind. The materials aren't quite wielder has attacks
as lightweight, strong or as drag- Damage: 1d6 Piercing (20 x3), plus
resistant as with some high-tech 4d6 Nonlethal Damage to every
arrows, so its range isn't quite as living creature in a 15 foot radius (a
Sonic Screamer
far. Venomous Arrow
or plague-filled Willpower Saving Throw vs. DC 20
versions may also
Size: Medium be available.
(-4 penalty to negates this damage)
conceal with a “sleight of hand” Weight: 5 arrows per 3 pounds
roll) Armor Class: 9 Hardness: 0 Hit
Cost: 500 Units Tentative Purchase Points: 1
DC: 15 Required Proficiency: DC required to break this item with
Martial-Ranged Handed: N/A a Strength Roll: 10
Range Increment: Half that of the Description: An oddly-shaped,
bow it is fired from asymmetrical arrow made out of
“To Hit” Bonus: -Rate of Fire: As what appears to be either some
many times as the wielder has tranparent organic matter or half-
attacks melted crystal. You can launch it
Damage: 1d6 piercing (20 x3), plus from a conventional bow with no
3d6 nonlethal damage to anyone difficulty. Despite its strange shape
in a 5 foot radius (a Reflexes it still manages to be perfectly
Saving Throw vs. DC 20 halves this balanced. It's even the right weight.
damage). Also Deafens anyone in a Once it hits the target it gives off a
10 foot radius if they fail a terrible psychic shriek, doing
Fortitude Saving Throw vs. DC 20. nonlethal damage to anyone in the
Continues to scream, causing vicinity. Every living target in a 15
Deafness and nonlethal damage, foot radius must
Life-Drain make a Willpower
Arrow
for three rounds. Saving Throw (-4
Size: Medium vs. DC 20 ortotake
penalty 4d6
conceal
Weight: 5 arrows per 3 pounds Nonlethal Damage.
with a “sleight of hand” roll)
Armor Class: 9 Hardness: 0 Hit Cost: 750 Units
Points: 1 Tentative Purchase DC: 17 (Often
DC required to break this item with Unavailable) Required Proficiency:
a Strength Roll: 10 Martial-Ranged Handed: N/A
Accessories: Miniature Energy Cell Range Increment: Same as the bow
(1/20pound, costs 30 units) it is being fired from, minus ten feet
Description: A relatively short, “To Hit” Bonus: -Rate of Fire: As
stubby arrow with a tiny sonic many times as the wielder has
screamer grenade built into the attacks
shaft. Damage: 1d6 Piercing (20 x3).
The screamer goes off on Living targets also
impact, doing 3d6 Nonlethal receive 1 -4 negative levels
damage to anyone in a five foot Weight: 5 arrows per 3 pounds
radius and causing Deafness to Armor Class: 9
anyone within a ten foot radius if Hardness: 3
they fail a Fortitude Saving Throw Hit Points: 1
(DC 20). A reflexes saving throw DC required to break this item with
allows them to take only half of a Strength Roll: 10
the nonlethal damage, but this Description: A strangely shaped
only works if they spend an action black arrow, made from some
to move out of the arrow's radius unknown metal. It feels cold to the
that round. touch, and weirdly light. The
The screamer continues to shriek product of some bizarre alien psi-
and do non-lethal damage for technology, it actually drains the
three rounds, so if you've been hit target's life energy, giving them 1-4
with one, it's a good idea to Negative Experience levels if 118
extract it from your flesh as quickly
as possible.
The designers have done
everything in their power to make
this arrow as light and as
it hits them and they fail a Hit Points: 1
Willpower Saving Throw vs. DC 18. DC required to break this item with
For each negative level, the victim a Strength Roll: 10
suffers a -1 Competence penalty on Description: An arrow packed with
all skill checks, attack rolls, ablility a quick-freezing agent, which pops
checks, saving throws and effective apart and showers the target on
levels. If the character is hit by more impact. It does normal piercing
than one arrow, the Negative Levels damage plus an additional 1d6
stack. Negative Energy Levels fade Cold damage to the target. It also
away at a rate of one per eighteen does one point of Cold damage to
hours.
Arrow If aWith
targetBrain-
reaches level -1, anyone caught in its five- foot
they die. splash radius (a reflexes saving
Scrambler Toxin throw vs. DC 20 negates the Splash
Size: Medium (-4 penalty to conceal Damage). It then continues to do
with a “sleight of hand” roll) 1d3 Cold Damage to the target for
Cost: 25 Units (set of 20) another three rounds. It is difficult
Tentative Purchase DC: 5 Required to fill an arrow with a liquid
Proficiency: Martial-Ranged withoutArrow
Glue distorting its flight
Handed: N/A performance,
Size: Medium and this onetocertainly
(-4 penalty
Range Increment: Same as the bow pays thewith
conceal pricea for it. It isofbest
“sleight used
hand”
it is fired from “To Hit” Bonus: -Rate at short range, for it looses
roll)
of Fire: As many times as the accuracy
Cost: 450fairly
Unitsquick.
Tentative Purchase
wielder has attacks DC: 15 Required Proficiency:
Damage: 1d6 Piercing (20 x3), 3d6 Martial-Ranged Handed: N/A
Intelligence loss (a Fortitude Range Increment: 1/3 the range of
Saving Throw vs. DC 20 negates the bow it is fired from
the Stat loss) “To Hit” Bonus: -Rate of Fire: As
Weight: 20 arrows per 3 pounds many times as the wielder has
Armor Class: 9 Hardness: 5 Hit attacks
Points: 1 Damage: 1d6 Piercing (20 x3). Also
DC required to break this item with douses the target
a Strength Roll: 10 in glue. See description for details
Accessories: Antidote Vial (1/20th of this effect.
lb, costs 150 Units, holds 3 doses, Weight: 5 arrows per 3 pounds
negates effect of the drug in 1-20 Armor Class: 9
rounds) Hardness: 0
Description: This arrow has been Hit Points: 1
painted with a neural agent that DC required to break this item with
disrupts higher cerebral functions. If a Strength Roll: 8
the victim fails a Fortitude Saving Description: An arrow full of a
Throw vs. DC 20, they lose 3d6 powerful, sticky resin. It bursts
Intelligence. A character with apart on impact, covering the
animallike intelligence (3 or lower) target with glue In addition to
can still recognize their friends and taking damage from the arrow, the
will still follow them around. They target suffers a -2 penalty on all
cannot speak or use tools in this attacks and has their Dexterity
Frost
condition.Arrow
Lost intelligence points effectively reduced by 4. They must
Size: Medium
return slowly. If (-4the
penalty
victimto conceal
doesn't
with a “sleight immediately make another
get some kind of
of hand” roll)medical
advanced Reflexes Saving Throw (DC 15) to
Cost: 465 Units
help they Tentative
will regain Purchase
just one point
DC: 15 Required Proficiency: avoid being stuck to the floor. If a
of Intelligence per week. character is is fact glued to the
Martial-Ranged Handed: N/A
Range Increment: Half that of the floor, they are unable to move.
bow it is fired from Even if they make the second
“To Hit” Bonus: -Rate of Fire: As saving throw, they still only move
many times as the wielder has at half their normal rate. To free
attacks themselves, they must make a
Damage: 1d6 Piercing (20 x3) plus Strength
Tangleweb check Arrow
vs. DC 27, or do at
1d6 Cold. See description. least
Size: fifteen
Medium points
(-4the of damage
penalty to to
Weight: 5 arrows per 3 pounds the glue.
conceal Hitting glue
with asuccessful. is
“sleight of hand”
Armor Class: 9 Hardness: 0 automatically
roll)
Cost: 460 Units Tentative Purchase
DC: 15 Required Proficiency:
Martial-Ranged

119
Handed: N/A rendered completely helpless and
Range Increment: 1/3 the range of incapable of taking any physical
the bow it is fired from action . Paralyzed characters are
“To Hit” Bonus: -Rate of Fire: As still completely aware of their
many times as the wielder has surroundings. And yes, they can still
attacks feel pain.
Damage: Special, see description
Weight: 5 arrows per 3 pounds
Armor Class: 9 Hardness: 0 Hit
Points: 1 Guided Arrowhead
DC required to break this item with Size: Medium (-4 penalty to conceal
a Strength Roll: 8 with a “sleight of hand” roll)
Description: A squat, short-range Cost: 50 Units Tentative Purchase
arrow with a tangleweb load DC: 7 Required Proficiency: Martial-
crammed inside. Make a ranged Ranged Handed: N/A
touch attack, ignoring armor. If the Range Increment: Same as the bow
arrow hits the target, it bursts it is fired from “To Hit” Bonus: +3
open and releases an elastic net, Rate of Fire: As many times as the
snaring them with doing any actual wielder has attacks
damage. The trapped character Damage: 1d6 Piercing (20 x3)
suffers a -2 penalty on all attacks, Weight: 20 arrows per 3 pounds
has their Dexterity effectively Armor Class: 9 Hardness: 2 Hit
reduced by 4 and moves at half Points: 1
speed. To free themselves, they DC required to break this item with
must take a full action and make a Strength Roll: 10
either anWith Accessories: Miniature Energy Cell
Arrow
20 orMedium
Escape Paralysis
rip their (-4
Artist roll Drug
waypenalty
loose by
vs. DC (1/20pound, costs 30 units)
Size: to making Description: A very high-tech
a Strength
conceal check
with vs. DCof25.
a “sleight hand” variation on bow and arrow
roll) technology, this arrow has a tiny
Cost: 20 Units (set of 20) antigravity engine in its shaft and a
Tentative Purchase DC: 4 Required flight computer in its head. A small
Proficiency: Martial-Ranged laser in the arrowhead marks the
Handed: N/A target before the shaft is launched
Range Increment: Same as the bow and the arrow actually homes in on
it is fired from “To Hit” Bonus: -- the target as it flies, making course
Rate of Fire: As many times as the corrections as it goes. The targeting
wielder has attacks mechanism is completely contained
Damage: 1d6 Piercing (20 x3). Any in the arrow itself-- it can be used
living target may with any bow, even a primitive one.
also be paralyzed. See description The user sights down the length of
for more details. the arrow and selects the target
Weight: 20 arrows per 3 pounds with a tinyBow
switchCost:
near1,300
the Units
Armor Class: 9 Energy
fletchings.
Hardness: 5 Tentative Purchase DC: 19 (Often
Hit Points: 1 Unavailable) Required Proficiency:
DC required to break this item with Martial-Ranged Handed: Requires 2
a Strength Roll: 10 hands to use Range Increment: 100
Special: The victim must make a feet “To Hit” Bonus: -Magazine: 50
Fortitude Save vs. DC 20 or be Rate of Fire: As many times as the
paralyzed and helpless, unable to wielder has attacks
move or take any physical actions, Damage: 2d10 Piercing (19-20 x2)
(a few weird psionic powers may Weight: 6 pounds Armor Class: 7
still function, at the DM's Hardness: 5 Hit Points: 5
discretion) for 19- Constitution DC required to break this item with
hours (so a character with a Con of a Strength Roll: 18
15 would be paralyzed for 4 hours, Accessories: Energy Cell (1/2
a character with Con 10 would be pound, costs 10 units)
paralyzed for 9 hours and so forth) Description: Very nostalgic or very
Accessories: Antidote Vial (1/20th tradition-bound societies may
lb, costs 150 Units, holds 2 doses, manufacture this curious item. It's
negates the effect of the drug in 1 an
round)
Description: An arrow dipped in a
potent neural agent, which
produces paralysis in seconds. As
with most poison arrows, the toxin 120
is actually smeared in a ring
around the arrow's shaft, just
behind the head, rather than on
the tip. This helps prevent
unpleasant accidents when you
energy-weapon in the shape of a tractor/pressor beam energy then
bow. The device is made of some shoots out of the bow. It has
superlight metal, covered in somehow been shaped to look a
circuitry and odd blinking lights. It lot like a glowing arrow, but of
is shaped like a recurved bow, but course it moves so fast that it's
has no string. To fire it, you hold difficult to make out.
the bow in the usual manner, and
then move your hand as though
Crossbows and Crossbow Bolts
plucking an invisible bowstring. A
bolt of
Crossbows, like muscle-powered bows, might remain in use for centuries
as specialized sniper and commando weapons. They're quiet and leave
no energy signature for sensors to detect. Nor can a ballistics expert
match a particular quarrel to a particular crossbow.
It takes more time and effort to train a crossbow expert than a rifleman, but it
may be worth it, on balance.
I have listed here a number of futuristic crossbows and a wide variety of
special "trick loads". The trick bolts are a lot like the trick arrows listed above,
so I'm not going to count any of them against andthepulltotal 1,001 weapons
the string back into in this
place.
book. The power cell for the winch lasts
for two or three weeks worth of
regular
use. A lot of societies have long
forgotten about crossbows by the
time they're this advanced, but if
they still make them, this is a good
generic
Repeating template for what one
Crossbow
would look like.
Size: Large (-8 penalty to conceal
Advanced Materials with a “sleight of hand” roll)
Crossbow Cost: 400 Units
Size: Large (-8 penalty to conceal Tentative Purchase DC: 15 (Often
with a “sleight of hand” roll) Unavailable) Required Proficiency:
Cost: 350 Units Tentative Purchase Martial-Ranged Handed: Requires 2
DC: 14 Required Proficiency: hands to use Range Increment: 100
Martial-Ranged Handed: Requires feet “To Hit” Bonus: -Magazine: 10
2 hands to use Range Increment: Rate of Fire: As many times as the
130 feet “To Hit” Bonus: -Rate of wielder has attacks
Fire: Once per round Damage: Damage: 1d10 Piercing (19-20 x2),
1d10 Piercing (19-20 x2), unless unless firing one of the special
firing one of the special loads loads listed below.
listed below. Weight: 14 pounds Armor Class: 7
Weight: 8 pounds Armor Class: 7 Hardness: 5 Hit Points: 2
Hardness: 5 Hit Points: 3 DC required to break this item with
DC required to break this item a Strength Roll: 15
with a Strength Roll: 17 Special: This weapon is capable of
Accessories: Crossbow Bolts Autofire. It can target a 10-foot-by-
(Weigh 3 pounds per 20 bolts, 10-foot area. The targeted area has
cost 10 Units, for a set of 20), an effective Defense of 10. If the
Scope (1/2 lb, costs 150 units, attack succeeds, every target within
reduces Range Increment by one) the affected area must make a
Description: New advances in Reflex save (DC 15) or take the
materials technology make it weapon's damage. Autofire shoots
possible to build crossbows that 10 bolts, and can only be used if
are lighter, stronger and more the weapon has at least 10 quarrels
accurate than the weapon's left in the magazine. Accessories:
medieval inventors could ever Crossbow Bolts (Weigh 2 pounds
have imagined. This model is per 20 bolts, cost 10 Units, for a set
mostly constructed of plastic, with of 20), Magazine (Weighs 1 pound,
a bow made from a metal alloy of costs 20 units), Scope (1/2 lb, costs
exceptional strength and 150 units, reduces Range Increment
flexibility. .The bow has too much by one) Description: A futuristic
resistance to be cocked by hand, repeating crossbow. 121
and is operated with a small
electric winch. It takes a Standard
Action to reload a quarrel
Constructed entirely from of
synthetic materials, it launches Advanced Materials
quarrels at a greater velocity than
any 21st century crossbow. A large Crossbow Bolt
square magazine rests on top of Size: Medium (-4 penalty to conceal
the bow and holds the spare bolts. with a “sleight of hand” roll)
An electrical mechanism feeds the Cost: 20 Units (set of 20)
bolts into the weapon and cocks Tentative Purchase DC: 4 Required
the string, allowing you to fire it as Proficiency: Simple Handed: N/A
often as you can make ranged Range Increment: Same as the
attacks. It even has the capacity for weapon it is fired from
autofire, although this drains the “To Hit” Bonus: +1
whole magazine. Rate of Fire: As many times as the
The magazine is unwieldy to wielder has attacks
reload. Even if you already have a Damage: 1d8+1 Piercing (20 x3)
spare magazine handy and loaded Weight: 10 Crossbow Bolts per
it still takes a full round to slot it pound Armor Class: 9 Hardness: 5
into place. Hit Points: 1
DC required to break this item with
a Strength Roll: 13
Description: A futuristic crossbow
bolt, stronger, lighter and more
aerodynamic than anything made in
our own epoch.

Indetectible Crossbow Bolt
Advanced Hand Crossbow Size: Medium (-4 penalty to conceal
Size: Medium (-4 penalty to with a “sleight of hand” roll)
conceal with a “sleight of hand” Cost: 50 Units
roll) Tentative Purchase DC: 7 (often
Cost: 450 Units Tentative Purchase illegal)
DC: 15 Required Proficiency: Required Proficiency: Simple
Martial-Ranged Handed: Requires 1 Handed: N/A
hand to use Range Increment: 50 Range Increment: Same as the
feet “To Hit” Bonus: -Rate of Fire: weapon it is fired from
Once per round Damage: 1d8 “To Hit” Bonus: +1
Piercing (19-20 x2), unless firing Rate of Fire: As many times as the
one of the special loads listed wielder has attacks
below. Damage: 1d8 Piercing (20 x3)
Weight: 3 pounds Armor Class: 9 Weight: 20 Crossbow Bolts per
Hardness: 5 Hit Points: 2 pound Armor Class: 9 Hardness: 3
DC required to break this item with Hit Points: 1
a Strength Roll: 15 DC required to break this item with
Accessories: Crossbow Bolts (Weigh a Strength Roll: 11
2 pounds per 20 bolts, cost 10 Description: A crossbow bolt made
Units, for a set of 20), Scope (1/2 lb, from carefully layered resins. Metal
costs 150 units, reduces Range detectors and x-rays won't pick it
Increment by one) Description: A up, and more sophisticated
small, light, one-handed crossbow. scanning devices have a way of
Made from superadvanced plastics, confusing it with other organic
it is far more powerful than you materials (-6 to detect it with a
would guess from its size. It can be scanning device). Since the bolt is
cocked with one hand and takes no designed specifically to escape
more than a single Standard Action detection, it tends to make police
to reload. A handheld crossbow has Crossbow
officials Bolt With
very suspicious,
isn't actually illegal.
even if it
a number of advantages over most Hypersharp Head
handguns. It makes very little noise
(until the target screams) and Size: Medium (-4 penalty to conceal
leaves no energy signature for with a “sleight of hand” roll)
sensors to detect. It won't puncture Cost: 30 Units (set of 20)
a spacecraft's hull but it will Tentative Purchase DC: 5 Required
puncture a human being easily Proficiency: Simple Handed: N/A
enough, making it ideal for zero-
gravity combat. Nevertheless, this
weapon is largely a hobbyist's 122
curiosity piece (unless of course the
DM decides otherwise).
Range Increment: Same as the target of the attack, if it hits
weapon it is fired from Weight: 1 pound Armor Class: 9
“To Hit” Bonus: +2 Hardness: 1 Hit Points: 1
Rate of Fire: As many times as the DC required to break this item
wielder has attacks with a Strength Roll: 10
Damage: 1d8+3 Piercing (17-20 x4) Description: An exploding
Weight: 10 Crossbow Bolts per Crossbow Bolt full of
pound Armor Class: 9 Hardness: 5 lightweight metal shrapnel,
Hit Points: 1 which detonates on impact.
DC required to break this item with
a Strength Roll: 15 (Crossbow Bolt
itself is DC 13) Description: An
Crossbow Bolt tipped with ultra-
sharp monofilment wire. It is much
sharper than any conventional
arrowhead, and can be dangerous
to handle.
Exploding Crossbow Bolt
Size: Medium (-4 penalty to
conceal with a “sleight of hand” Exploding Crossbow Bolt,
roll) Shaped Charge, Armor
Cost: 375 Units Tentative Purchase Piercing
DC: 15 Required Proficiency: Size: Medium (-4 penalty to
Simple Handed: N/A conceal with a “sleight of hand”
Range Increment: Same as the roll)
weapon it is fired from, minus ten Cost: 470 Units Tentative Purchase
feet “To Hit” Bonus: -Rate of Fire: DC: 15 Required Proficiency:
As many times as the wielder has Simple Handed: N/A
attacks Range Increment: Same as the
Damage: 5d8 Bludgeoning (20 x3) weapon it is fired
to everything in a 5 foot radius. A from, minus twenty feet
Reflexes Saving Throw vs. DC 20 “To Hit” Bonus: +2 vs. armored
halves the damage. Does an extra opponents
d8 Piercing damage to the specific Rate of Fire: As many times as the
target of the attack. wielder has
Weight: 1 pound Armor Class: 9 attacks
Hardness: 1 Hit Points: 1 Damage: 5d8 Bludgeoning to
DC required to break this item with everything in a 5 foot
a Strength Roll: 10 radius, plus an additional 1d8
Description: An exploding Piercing, (17-20 x3) To
Crossbow Bolt, packed with a the target. All damage to the
lightweight plastic explosive, only weapon's specific target,
slightly heavier than a normal load, whether Piercing or Bludgeoning,
and with nearly as much range. ignores up to 10
points of Hardness
Exploding Crossbow Bolt, Weight: 1 1/2 pound
With Fragmentation Load Armor Class: 9
Size: Medium (-4 penalty to Hardness: 1
conceal with a “sleight of hand” Acid-Filled
Hit Points: 1 Crossbow Bolt
roll) DC required
Size: Mediumto break
(-4 this item to
penalty
Cost: 475 Units Tentative Purchase with a Strength
conceal with a Roll: 10 of hand”
“sleight
DC: 15 Required Proficiency: Description:
roll) An exploding
Simple Handed: N/A Crossbow
Cost: Bolt designed
600 Units especially
Tentative Purchase
Range Increment: Same as the to
DC:penetrate heavy
16 Required armor. It is full
Proficiency:
weapon it is fired from, minus ten of spentHanded:
Simple uraniumN/A
shrapnel.
feet “To Hit” Bonus: -Rate of Fire: Range Increment: 1/3 the range of
As many times as the wielder has the weapon it is fired from “To Hit”
attacks Bonus: -Rate of Fire: As many times
Damage: 5d8 Piercing (20 x3) to as the wielder has attacks
everything in a 10 foot radius. Damage: 1d8 Piercing (20 x3), plus
Does an extra d8 damage to the 2d8 Caustic
specific

123
damage per round for 1 d8 rounds (17-20 x3) +5d8 Electrical damage
or until somehow to robots and other sentient
neutralized machines. l
Weight: 1/2 pound Weight: 1 k pound Armor Class: 9
Armor Class: 9 Hardness: 1 Hit Points: 1
Hardness: 0 DC required to break this item with
Hit Points: 1 a Strength Roll: 12
DC required to break this item with Accessories: Miniature Energy Cell
a Strength Roll: 8 (1/20 pound, costs 30 units)
Description: A crossbow bolt full of Description: A short, heavy, poorly
acid. It shatters on impact, dousing balanced Crossbow Bolt with a
the target and anything around it built-in Robot Disrupter module,
with caustic fluid. This is a splash powered by a special long, thin
attack weapon--it does its full load battery. Rare and hard to find,
of damage to the target and 1 point unless of course you make them
of damage to anyone within a five yourself.
foot radius. A Reflexes Saving
Throw vs. DC 20 negates the splash
damage.
Dazzleflash Crossbow Bolt
Boreworm Bolt Size: Medium (-4 penalty to
Size: Medium (-4 penalty to conceal conceal with a “sleight of hand”
with a “sleight of hand” roll) roll)
Cost: 480 Units Cost: 110 Units Tentative Purchase
Tentative Purchase DC: 15 (Often DC: 10 Required Proficiency:
unavailable and/or illegal—this is Simple Handed: N/A
the kind of thing you'd have Range Increment: Same as the
specially made and hope no one weapon it is fired from, minus
finds out about) Required twenty feet “To Hit” Bonus: -Rate
Proficiency: Simple Handed: N/A of Fire: As many times as the
Range Increment: Same as the wielder has attacks
weapon it is fired from, minus ten Damage: 1d8 piercing (18-20 x3)
feet “To Hit” Bonus: -Rate of Fire: As and see description
many times as the wielder has Weight: 1 pound
attacks Armor Class: 9
Damage: 1d8+2 (but see Descrition) Hardness: 1
Weight: 1 pound Armor Class: 9 Hit Points: 1
Hardness: 1 Hit Points: 1 DC required to break this item with
DC required to break this item with a Strength Roll: 10
a Strength Roll: 12 Special: Every living thing in a 15
Description: Description: A foot radius must make a Reflexes
Crossbow Bolt with a strange Saving Throw vs. DC 25 or become
looking drill-bit head. On impact, Blind for the next 2d10 minutes.
the head detaches and burrows Anyone in the radius of effect also
its way deeper into the target, takes 1d8 Nonlethal Damage, with
doing an extra d8 damage per no saving throw.
round for 1-6 rounds, ignoring up Accessories: Miniature Energy Cell
to 5 points of Hardness or (1/20 pound, costs 30 units)
Damage Resistance. Description: A heavy, chunky,
badly balanced Crossbow Bolt
Robot Disrupter Crossbow loaded with a small phosphorus
Bolt grenade, which detonates on
Size: Medium (-4 penalty to conceal impact in a blaze far brighter
with a “sleight of hand” roll) than the sun. Creatures without
Cost: 115 Units Tentative Purchase eyes are not affected by the
DC: 10 Required Proficiency: Simple flash, and at the DM's discretion
Handed: N/A robots might not be either.
Range Increment: Half that of the
weapon it is fired from
“To Hit” Bonus: +2 vs. Robots Electroshock Crossbow Bolt
Rate of Fire: As many times as the Size: Medium (-4 penalty to
wielder has conceal with a “sleight of hand”
attacks roll)
Damage: Does 1d8 Piercing (18-20 Cost: 445 Units Tentative Purchase
x3) +1d8 Electrical damage to living DC: 15
targets. Does 1d8 Piercing
124
Required Proficiency: Simple attacks
Handed: N/A Damage: 1d8 Piercing (20 x3), plus
Range Increment: Half that of the 1d4 heat damage per round to
weapon it is fired from everything in a five foot radius for
“To Hit” Bonus: +2 vs. Metal Armor three rounds
Only Rate of Fire: As many times as Weight: %
the wielder has attacks pound
Damage: 1d8 piercing (20 x3)+2d8 Armor
electricity Class: 9
Weight: 1 pound Hardness: 4
Armor Class: 9 Hit Points: 1
Hardness: 1 DC required to break this item with
Hit Points: 1 a Strength Roll: 10
DC required to break this item with Description: A Crossbow Bolt
a Strength Roll: 10 packed solid with some kind of
Accessories: Miniature Energy Cell futuristic thermite. It ignites on
(1/20 pound, costs 30 units) impact, roasting the target and
Description: A stubby, oddly Superheated
scorching anything Crossbow
else in the Bolt
balanced Crossbow Bolt with a vicinity. It is suprisingly
Size: Medium light and to
(-4 penalty
miniature power-cell built into the accurate for an exploding
conceal with a “sleight of bolt.hand”
shaft. It delivers a powerful electric roll)
shock on impact. A character with Cost: 375 Units
the capacity to deflect arrows with Tentative Purchase
their bare hands will still take DC: 15 Required
electrical
Poison damage from this Bolt
Gas Crossbow Proficiency: Simple
weapon.
Size: Medium (-4 penalty to Handed: N/A
conceal with a “sleight of hand” Range Increment: Same as the
roll) weapon it is fired from, minus ten
Cost: 500 Units Tentative Purchase feet “To Hit” Bonus: -Rate of Fire:
DC: 15 Required Proficiency: As many times as the wielder has
Simple Handed: N/A attacks
Range Increment: Half that of the Damage: 1d8 Piercing (20 x3) and
weapon it is fired from see description
“To Hit” Bonus: -1 Weight: 1 pound
Rate of Fire: As many times as the Armor Class: 9
wielder has attacks Hardness: 0
Damage: See description Weight: lk Hit Points: 1
pound Armor Class: 9 Hardness: 0 DC required to break this item with
Hit Points: 1 a Strength Roll: 10
DC required to break this item with Accessories: Miniature Energy Cell
a Strength Roll: 8 (1/20pound, costs 30 units)
Description: A delicate, poorly Description: A Crossbow Bolt with
balanced crossbow bolt that a heating element in the tip. It
explodes into a toxic mist on glows red hot when fired and does
impact. It does 1d10 damage to 1d6 Heat damage to the target for
anyone in a five foot radius who 1 -4 rounds or until it is extracted.
isn't wearing some kind of Both the heat damage and the
breathing apparatus. A Fortitude piercing damage ignore up to 3
Saving throw vs. DC 18 reduces the points of Damage Resistance or
damage by half . Hardness.

125
Rate of Fire: As many times as the “To Hit” Bonus: -Rate of Fire: As
wielder has attacks many times as the wielder has
Damage: 1d8 Piercing (20 x3) and attacks
see description Damage: 1d8 Piercing (19-20 x3)
Weight: 1 pound and see description
Armor Class: 9 Weight: 1 lk pounds
Hardness: 0 Armor Class: 9
Hit Points: 1 Hardness: 0
DC required to break this item with Hit Points: 1
a Strength Roll: 10 DC required to break this item with
Accessories: Miniature Energy Cell a Strength Roll: 8
(1/20pound, costs 30 units) Description: A hollow Crossbow
Description: A Crossbow Bolt with a Bolt filled with powerful, sticky
sonic screamer grenade built in. glue. It breaks apart on impact,
Anyone in a a ten foot radius will covering the target with adhesive
be deafened if they fail a Fortitude gunk In addition to taking damage
Saving Throw vs. DC 20. The from the Crossbow Bolt, the target
screamer also does 3d8 Nonlethal suffers a -2 penalty on all attacks,
damage to anyone in a five foot and has their Dexterity effectively
radius. A reflexes saving throw vs. reduced by 4. They must
DC 15 allows them to reduce the immediately make another
nonlethal damage by half, but only Reflexes Saving Throw (DC 15) to
if they take an action to move out avoid being stuck to the floor. If a
of the affected radius that round. character is is fact glued to the
The screamer Crossbow
Frost-Load continues toBolt shriek floor, they are unable to move.
and do damage for 1-6
Size: Medium (-4 penalty to rounds, so Even if they make the second
if you'vewith
conceal been hit withof one,
a “sleight hand”it's a saving
Tangleweb throw, they still only move
Crossbow Bolt
good
roll) idea to dig it out of your at half their normal
Size: Medium (-4 penalty rate. Toto free
body as quickly
Cost: 450 as possible.
Units Tentative Purchase themselves,
conceal withthey must make
a “sleight a
of hand”
DC: 15 Required Proficiency: Simple Strength
roll) check vs. DC 27, or do at
Handed: N/A least fifteen points of damage
Cost: 450 Units Tentative Purchase to
Range Increment: Same as the the
DC: glue. Hitting Proficiency:
15 Required the glue is
weapon it is fired from, minus automatically
Simple Handed: N/Asuccessful.
twenty feet “To Hit” Bonus: -Rate of Range Increment: Half that of the
Fire: As many times as the wielder weapon it is fired from
has attacks “To Hit” Bonus: -Rate of Fire: As
Damage: 1d8 Piercing (20 x3) and many times as the wielder has
see description attacks
Weight: 1 pound Damage: Special, see description
Armor Class: 9 Weight: 2 pounds Armor Class: 9
Hardness: 0 Hardness: 0 Hit Points: 1
Hit Points: 1 DC required to break this item with
DC required to break this item with a Strength Roll: 8
a Strength Roll: 10 Description: A short-range
Description: A fragile and not very Crossbow Bolt with a tangleweb
accurate Crossbow Bolt packed load crammed inside. The attacker
with a quick-freezing agent, which should make a ranged touch
bursts and showers the target on attack and ignore the target's
impact. It does 1d8 Cold damage armor (if any). If they hit, the target
to the target and one point to has been enveloped in a net. The
anyone in a five-foot splash radius. trapped character suffers a -2
It then continues to do 1d3 Cold penalty on all attacks, has their
Damage to the target for another Dexterity effectively reduced by 4
Glue
1-4 BoltA Reflexes Saving
rounds. and moves at half speed. To free
Throw vs. DC 20
Size: Medium (-4negates
penalty the
to point themselves, they must take a full
of Splash Damage.
conceal with a “sleight of hand” action and make either an Escape
roll) Artist roll vs. DC 20 or rip their way
Cost: 420 Units Tentative Purchase Self-Guided
loose
vs. DC
by makingCrossbow
25.
a Strength checkBolt
DC: 15 Required Proficiency: Simple Size: Medium (-4 penalty to
Handed: N/A conceal with a “sleight of hand”
Range Increment: Half that of the roll)
weapon it is fired from Cost: 40 Units Tentative Purchase
DC: 6

126
Required Proficiency: Simple DC required to break this item
Handed: N/A with a Strength Roll: 10
Range Increment: Twice that of the weapon Accessories:
it is Miniature Energy Cell
fired from (1/20pound, costs 30 units)
“To Hit” Bonus: +3 Description: This Bolt has a built-in
Rate of Fire: As many times as the wielder has
antigravity engine and an onboard
attacks targeting computer. It actually
Damage: 1d8 Piercing (20 x3) homes in on the target, making
Weight: 10 Crossbow Bolts per pound course corrections as it goes. The
Armor Class: 9 targeting mechanism is
Hardness: 2 completely contained in the Bolt
Hit Points: 1 itself. It can be used with any

Spearguns, Spike Guns and
crossbow, even a medieval one.

Harpoon Guns
It is possible for weapons technology to take some strange side turns. The
guns listed below all launch spears or spikes instead of bullets. Some of them
(like the underwater spearguns made for fishing) are perfectly compatible
with the history of our own weapons technology, while others (like the "spike
pistol") are probably the product of worlds where the whole evolution of
projectile weapons took a very different course. As a rule, spearguns have a
lot of stopping power and a limited range. They are quiet but not easy to
conceal.

Spears and Spearguns
To help avoid confusion, we have listed four different categories beneath:
Spears and Spearguns, Harpoons and Harpoon Guns, Giant Harpoons and
Giant Harpoon Guns, and “Stranger Stuff”. Spears, harpoons and spikes made
for one category of weapon don't work withwith
unit
a ten
weapons
comes
foot
from
with
elastic
the
a
cord and
other
powerful
the
electric
categories. winch (Strength 18) which can drag
a speared target toward the gun.
This can result in some gruesome
Speargun games of tug-o-war! If the gun's
Size: Large (-8 penalty to conceal user is trying to reel in an unwilling
with a “sleight of hand” roll) catch, make two separate opposed
Cost: 480 Units Tentative Purchase Strength rolls, one for the target vs.
DC: the winch, the other for the target
Required Proficiency: Martial- vs. whoever is holding the gun. If
Ranged Handed: Requires 2 hands the target fails to beat the winch,
to use Range Increment: 20 feet “To but beats the person holding the
Hit” Bonus: -Rate of Fire: Once per speargun, then the gun is wrenched
round Damage: 1d8 Piercing (19-20 Miniature
out of the user'sSpeargun
hands. Being
x3) May also be able to fire some of dragged by the winch
Size: Small (No bonus or does an extra
penalty to
the special loads listed below, at d3 damage
conceal withtoa the target,
“sleight of but it'sroll)
hand” a
the DM's discretion. d4 if they're
Cost: 500 struggling.
Units Tentative Purchase
Weight: 6 pounds Armor Class: 7 DC: 15 Required Proficiency:
Hardness: 5 Hit Points: 5 Martial-Ranged Handed: Requires 1
DC required to break this item with hand to use Range Increment: 10
a Strength Roll: 18 feet “To Hit” Bonus: -Rate of Fire:
Accessories: Spear (weighs 2 Once per round Damage: 1d6
pounds, costs 3 units), Spare Piercing (19-20 x3). May also be
retractor cord (weighs 1/2 pound, able to fire some of the special
costs 15 units) Description: Used loads listed below, at the DM's
mostly for underwater hunting, a discretion.
speargun doesn't have much Weight: 4 pounds Armor Class: 9
range, but packs a considerable Hardness: 5 Hit Points: 2
impact and makes little noise. This
one is made from post 21st
Century materials, lighter and
stronger than its present-day
equivalent.
Its three-pronged spear is
attached to the barrel 127
DC required to break this item with Damage: 1d8+5 Piercing (19-20 x3)
a Strength Roll: 14 Weight: 2 pounds Armor Class: 5
Accessories: Spear (weighs 1 Hardness: 9 Hit Points: 2
pound, costs 3 units), Spare DC required to break this item
retractor cord (weighs 1/2 pound, with a Strength Roll: 18
costs 15 units) Description: A tiny, Description: This spearhead
one-handed speargun, about the opens out into a huge metal bulb
size of a long pistol. It has a ten after it has plunged into the
foot cord attached to the spear for target's flesh. This rips and
easy retrieval, but unlike the full- crushes up the target's innards,
sized model it does not have a causing considerably more
winch. It takes a full action to damage.
reload. Like allCombat
Advanced spring-powered
weapons
Speargun it can effectively be fired Explosive Spearhead
an unlimited number of times. Size: Large (-8 penalty to conceal
Size: Large (-8 penalty to conceal with a “sleight of hand” roll)
with a “sleight of hand” roll) Cost: 10 Units Tentative Purchase
Cost: 510 Units DC: 3 Required Proficiency:
Tentative Purchase DC: 16 (Often Martial-Ranged Handed: N/A
Unavailable) Required Proficiency: Range Increment: Half that of the
Martial-Ranged Handed: Requires weapon it is fired from
2 hands to use Range Increment: “To Hit” Bonus: -Rate of Fire: As
50 feet “To Hit” Bonus: -Rate of many times as the weapon has
Fire: Once per round Damage: 1d8 attacks
Piercing (19-20 x3) Damage: 3d8 Piercing (19-20 x3)
Weight: 10 pounds Armor Class: 7 Weight: 2 pounds Armor Class: 5
Hardness: 5 Hit Points: 5 Hardness: 7 Hit Points: 2
DC required to break this item with DC required to break this item
a Strength Roll: 18 (15 to break the with a Strength Roll: 18
electric winch) Description: This spearhead is
Special: Can use any of the special packed with a lightweight plastic
spear-loads listed below explosive. It detonates once it's
Accessories: Spear (weighs 1 inside the target. If it does more
pound, costs 3 units), Spare damage in a single attack than
propellant bottle (weighs 1/2 the target has, everything in a five
pound, costs 25 units, contains foot radius of the target will take
enough fuel for 40 shots, Size: Tiny, a point of Bludgeoning damage
4 Hardness, 2 HP, 10% chance of (a Reflexes Saving Throw vs. DC
exploding if it loses all its hit 15 negates this damage).
points, doing 2d6 damage to the
wielder and 1 d3 to anyone in a 5
foot radius)
Description: A higher-tech variation Armor-Piercing Explosive
on the speargun, this one is an all- Spearhead
purpose weapon, rather than an Size: Large (-8 penalty to conceal
underwater fishing tool. The with a “sleight of hand” roll)
weapon is powered by explosive Cost: 15 Units Tentative Purchase
liquid propellant, kept in a DC: 4 Required Proficiency:
reservoir in the speargun's stock. It Martial-Ranged Handed: N/A
has four rotating barrels, each Range Increment: Half that of the
loaded with a spear, and can fire weapon it is fired from
Expanding
them as fast asSpearhead
the user can work “To Hit” Bonus: +3 vs. Armor Only
Size: Large (-8
the trigger. Thepenalty to conceal
gun takes a full Rate of Fire: As many times as the
with
round a “sleight
to reload, ofsince
hand”allroll)
four weapon has
Cost:
spears5 need
Units toTentative
be set inPurchase
place and attacks
DC:
the reservoir has to be changed. It Damage: 3d8 Piercing (18-20 x3),
Required
can fire a Proficiency:
wide varietyMartial-
of different Ignores 6 points of
Ranged Handed:
specialized spears,N/Aeach with its Hardness or Damage Resistance
Range Increment:
own nasty Same detailed
effect. We've as the Weight: 3 pounds
weapon
some of it is fired
them from
below. Armor Class: 5
“To Hit” Bonus: -Rate of Fire: As Hardness: 9
many times as the weapon has Hit Points: 2
attacks DC required to break this item
with a Strength Roll: 18
Description: A spearhead packed
with an armor-
128
piercing shaped-charge in the tip. If
there don't happen to be any giant Thermite Spearhead
armor-plated game animals on your Size: Large (-8 penalty to conceal
planet, it also makes a handy tool with a “sleight of hand” roll)
to use against vehicles and light Cost: 15 Units Tentative Purchase
battlesuits. DC: 4 Required Proficiency: Martial-
Fragmentation Spearhead Ranged Handed: N/A
Size: Large (-8 penalty to conceal Range Increment: Same as the
with a “sleight of hand” roll) weapon it is fired from
Cost: 15 Units Tentative Purchase “To Hit” Bonus: -Rate of Fire: As
DC: 4 Required Proficiency: many times as the weapon has
Martial-Ranged Handed: N/A attacks
Range Increment: Half that of the Damage: 1d8 Piercing (19-20 x3),
weapon it is fired from plus 2d6 heat
“To Hit” Bonus: -Rate of Fire: As damage per round for 1 -4 rounds
many times as the weapon has Weight: 2 pounds
attacks Armor Class: 5
Damage: 3d6 Piercing to Hardness: 7
everything in a 5 foot radius (a Hit Points: 2
Reflexes Saving Throw vs. DC 20 DC required to break this item with
halves this damage) The target a Strength Roll: 18
takes an additional 1 d8 Piercing Description: Packed with a
damage (19-20 x3) lightweight plasticine incendiary
Weight: 2 pounds Armor Class: 5 compound that burns like white
Hardness: 7 Hit Points: 2 phosphorus and it gets hot enough
DC required to break this item to actually melt the spear inside the
with a Strength Roll: 17 target. The shaft has been carefully
Description: This spear not only re-balanced to make up for the
explodes on impact, but lightweight head, so it has about
fragments into shrapnel, the same flight performance as a
wounding both the target and normal
Poison spear, and isn't any more
Spearhead
anyone unlucky enough to be difficult
Size: Largeto aim.
(-8 penalty to conceal
nearby. It's hard to imagine what with a “sleight of hand” roll)
sort of game animal would require Cost: 15 Units Tentative Purchase
a load like this, so the spear is DC: 4 Required Proficiency: Martial-
likely to be rare and difficult to Ranged Handed: N/A
acquire.
Detachable Bore-Worm Range Increment: Same as the
Spearhead weapon it is fired from
“To Hit” Bonus: -Rate of Fire: As
Size: Large (-8 penalty to conceal many times as the weapon has
with a “sleight of hand” roll) attacks
Cost: 20 Units Damage: 1d8 Piercing (19-20 x3).
Tentative Purchase DC: 4 (usually The target must make a Fortitude
illegal) Save vs. DC 20 or take 4d8
Required Proficiency: Martial- additional damage from poison.
Ranged Handed: N/A Weight: 2 pounds Armor Class: 5
Range Increment: Same as the Hardness: 7 Hit Points: 2
weapon it is fired from DC required to break this item with
“To Hit” Bonus: +2 vs. Armor Only a Strength Roll: 18
Rate of Fire: As many times as the Description: A modern variation on
weapon has a very old weapon. Rather than
attacks painting the toxin on the outside of
Damage: 1d8 Piercing (19-20 x3). the weapon, the spearhead itself
Continues to do has been hollowed out to contain a
1d6 piercing damage per round for small poison sack, which vents into
another 1-6 rounds. the wound through six tiny holes. It
Weight: 2 pounds is possible to retrieve this spear
Armor Class: 5 and reload the poison. It takes a
Hardness: 8 full round to open up the
Hit Points: 2 spearhead and fit in a new poison
DC required to break this item sack.
with a Strength Roll: 18
Description: On impact this
spearhead detaches from the
shaft, activates a small onboard
motor and then burrows into the 129
target's flesh. It keeps digging
until it runs out of power, comes
to rest against something too
solid to drill through or comes out
the other side.
Robot-Disrupter Spearhead target's system as it passes through
Size: Large (-8 penalty to conceal them without actually punching
with a “sleight of hand” roll) holes in their flesh. You tell the
Cost: 20 Units Tentative Purchase harpoon which objects to pass
DC: 4 Required Proficiency: through and when to rematerialize
Martial-Ranged Handed: N/A just before you launch it (it
Range Increment: Same as the responds to your thoughts). You
weapon it is fired from, minus ten can't give it any further instructions
feet “To Hit” Bonus: -Rate of Fire: once it has been launched. Why
As many times as the weapon has cultures that can manufacture
attacks variable metal are still using
Damage: 1d8 Piercing (17-20 vs. Radioactive
spearguns Spearhead
is unclear, but most
robots, 19-20 vs. living targets societies
Size: Large that(-8advanced
penalty toare pretty
conceal
x3). Does an additional 5d8 to well incomprehensible
with a “sleight of hand”anyway. roll)
robots and other sentient Cost: 20 Units
machines. Tentative Purchase DC: 4 (usually
Weight: 3 pounds Armor Class: 5 illegal)
Hardness: 7 Hit Points: 2 Required Proficiency: Martial-
DC required to break this item with Ranged Handed: N/A
a Strength Roll: 18 Range Increment: Same as the
Description: Intended specifically weapon it is fired from
to destroy robots, the harpoon is “To Hit” Bonus: -Rate of Fire: As
loaded with a small many times as the weapon has
electromagnetic pulse device attacks
designed to disrupt a cybernetic Damage: 1d8+2 Piercing, (19-20
brain. It may or may not have some x3) +1d12 Radiation per round for
kind of catastrophic effect on non- 2-8 rounds Target can make a
sentient machines at the DM's Fortitude Saving Throw vs. DC 20
discretion. This is probably a rare to take half damage from the
weapon, since it would take an odd radiation (this has no effect on the
combination of circumstances to piercing damage) Weight: 2
produce a society which uses pounds Armor Class: 5 Hardness:
spearguns as military hardware and 12 Hit Points: 2
yet also has robots that might DC required to break this item with
Variable Metal Spear
need to be destroyed. Perhaps a a Strength Roll: 18
culture that(-8
Size:Large hunts robots
penalty for sport
to conceal Special: Description: A very
mighta manufacture
with them.
“sleight of hand” roll) dangerous weapon, best handled
Cost: 500 Units (if available at all-in with extreme caution. The
most places this would be an spearhead is packed with spent
artifact) atomic fuel-rod material, shielded
Tentative Purchase DC: 15 (Often with a lead casing that detatches
Unavailable) Required Proficiency: on impact, and hopefully not
Martial-Ranged Handed: N/A before. If the spear takes damage
Range Increment: Same as the before it is used, there is a 5%
weapon it is fired from chance per each time it is struck
“To Hit” Bonus: +3 that the casing will split open and
Rate of Fire: As many times as the anyone standing within five feet
weapon has attacks will have to make a Fortitude
Damage: 1d8+3 Piercing (17-20 x3) Saving Throw vs. DC 20 or suffer
or 3d8 Nonlethal the effects of the radiation
Weight: 3 pounds (radiation shielding, however it
Armor Class: 5 works in your game,
Hypersharp Spear will
Hardness: 15 completely
Size: Large negate
(-8 the to
penalty effect).
concealThey
must
with make
aenter
“sleightthis check
of hand” every time
Hit Points: 5
DC required to break this item with they
Cost: 15 the Tentative
Units five- footroll)
radius
Purchase
a Strength Roll: 30 where
DC: the
4 Requiredcasing broke until
Proficiency: some
Martial-
brave
Ranged soul in
Handed: a radiation suit cleans
Special: Ignores armor, ignores
Hardness. Description: A spear it up. Clearly,
Range Increment:this N/A
weapon
Same asisthe
only
made from hyper-advanced for use
weapon on targets fromare dead. to
it is firedsurethat you need
variable metal. It can adjust is own make
“To Hit”absolutely
Bonus: +2
molecular density and pass Rate of Fire: As many times as the
harmlessly through solid objects. It weapon has
can also materialize inside them. It
can hit objects on the other side of
walls or pass right though a
target's armor and hit them from 130
the inside. It can also partially
rematerialize and do nonlethal
damage, shocking the
attacks Range Increment: Same as the
Damage: 1d8+1 Piercing (17-20 x3) weapon it is fired from, minus ten
Weight: 2 pounds feet “To Hit” Bonus: -Rate of Fire: As
Armor Class: 5 many times as the wielder has
Hardness: 9 Hit Points: attacks
2 Damage: 1d8 Piercing (19-20 x3)
DC required to break this item with Weight: 2 pounds Armor Class: 5
a Strength Roll: 18 Hardness: 6 Hit Points: 2
Special: Ignores 3 points of DC required to break this item with
Hardness or Damage Resistance a Strength Roll: 13
Description: A spear with a wide, Description: A long, sharp length of
leaf-shaped head, which has been ice. Pressure frozen at an incredibly
edged in ultra-sharp monofilament low temperature, it is hard enough
wire. This wire is no thicker than a to do nearly as much damage as a
single mollecule, and gives the conventional spear. It's weight and
spear a cutting surface much balance are completely different,
sharper than anything however, making it harder to aim.
conventional metals technology Once the ice melts and evaporates,
can produce. This approach is less the weapon leaves no trace in the
effective in a piercing weapon than wound.
in a slashing weapon, but it still
gives the spear a great deal of Toxic Hyperice Spear
Vibronic
penetration,
the
Spearhead
even though it lacks Size:Large (-8 penalty to conceal
Size:"Vorpal" characteristics
Large (-8 which
penalty to conceal with a “sleight of hand” roll)
so many hypersharp weapons
with a “sleight of hand” roll) Cost: 10 Units
have.
Cost: 25 Units Tentative Purchase Tentative Purchase DC: 3 (usually
DC: 5 Required Proficiency: illegal)
Martial-Ranged Handed: N/A Required Proficiency: Martial-
Range Increment: Same as the Ranged Handed: N/A
weapon it is fired from Range Increment: Same as the
“To Hit” Bonus: +1 weapon it is fired from, minus ten
Rate of Fire: As many times as the feet “To Hit” Bonus: -Rate of Fire: As
weapon has attacks many times as the weapon has
Damage: 1d8+2 Piercing (18-20 x3) attacks
Weight: 2 pounds Armor Class: 5 Damage: 1d8 Piercing (19-20 x3).
Hardness: 7 Hit Points: 2 Two rounds after being struck, the
DC required to break this item with target must make a Fortitude Save
a Strength Roll: 16 vs. DC 20 or take 2d8 additional
Special: Ignores 9 points of damage drom poison and then 1d8
Hardness or Damage Resistance damage per round for the following
Accessories: Energy Cell (1/2 two rounds.
pound, costs 10 units) Description: Weight: 2 pounds Armor Class: 5
A vibroblade spearhead, it has Hardness: 6 Hit Points: 2
excellent penetration against hard DC required to break this item with
targets, particularly when a Strength Roll: 13
combined with the spear's Description: A hyperice spear with a
impressive mass. The spear can be deadly poison frozen into the ice,
retrieved and used again. It's tiny like a kind of toxic popsicle. The ice
power-cell is located just behind actually has to start to melt before
the head, and has enough power it can deliver its load, and the cold
for three uses before it has to be surface tends to close up the
replaced. victim's capillaries, slowing the rate
Hyperice Spear at which the poison is absorbed.
Size:Large (-8 penalty to conceal The toxin therefore doesn't take
with a “sleight of hand” roll) effect until two rounds after the
Cost: 10 Units Tentative Purchase target has been struck. This weapon
DC: 3 Required Proficiency: isn't as hard to trace as a standard
Martial-Ranged Handed: N/A hyperice spear, since there will of
course be poison in the victim's
system, but once the ice has melted
it can't be linked with a particular
gun. It isn't even possible to take an
accurate cast of the wound, since
the extreme cold puckers the flesh
that the spear has pierced.
131
Harpoons and Harpoon Guns
Harpoon Gun Hit Points: 10
Cost: 590 Units DC required to break this item with
Size: Huge (can't be concealed) a Strength Roll: 19
Tentative Purchase DC: 16 (Often Special: Can use any of the special
Unavailable) Required Proficiency: harpoon-loads listed below
Martial-Ranged Handed: Requires 2 Accessories: Harpoon (weighs 5
hands to use, usually fired from a pounds, costs 10 units), Spare
mount propellant bottle (weighs 1/2
Range Increment: 60 feet pound, costs 25 units, contains
“To Hit” Bonus: -4 penalty for enough fuel for 40 shots, Size: Tiny,
anyone with a 4 Hardness, 2 HP, 10% chance of
Strength of less than 16 to use exploding if it loses all its hit
without a mount points, doing 2d6 damage to the
Rate of Fire: Once per round wielder and 1d3 to anyone in a 5
Damage: 1d12 Piercing (19-20 x3) foot radius), Tripod Mount (Weighs
Weight: 18 pounds Armor Class: 5 4 pounds, Costs 100 units)
Hardness: 6 Hit Points: 10 Description: A double-barreled
DC required to break this item with muzzle-loading harpoon gun, in
a Strength Roll: 19 case the first harpoon misses. Each
Special: Can use any of the special of its massive twin launchers takes
harpoon-loads listed below a full round to reload, unless the
Accessories: Harpoon (weighs 5 weapon is being loaded by
pounds, costs 10 units), Spare someone size Large or bigger, in
propellant bottle (weighs 1/2 Heavy
which
action
case
to
Harpoon
slip a
Gun
it takes only
harpoon
a standard
into each
pound, costs 25 units, contains Size: Huge (can't be concealed)
enough fuel for 40 shots, Size: Tiny, tube. Most of
Cost: 1,000 the sportsmen who
Units
4 Hardness, 2 HP, 10% chance of hunt gamePurchase
Tentative with harpoon
DC: 18guns
(Often
exploding if it loses all its hit points, consider this an unsporting
Unavailable) Required Proficiency:
doing 2d6 damage to the wielder weapon, but of course
Martial-Ranged there
Handed: are 2
Requires
and 1d3 to anyone in a 5 foot some cultures that don't
hands to use, usually fired from care about
a
radius), Tripod Mount (Weighs 4 such
mount niceties.
pounds, Costs 100 units) Range Increment: 70 feet
Description: Much larger than a “To Hit” Bonus: -6 penalty for
standard speargun, this is a big anyone with a
game hunter's weapon. The size of Strength of less than 19 to use
a heavy machine gun, it can only be without a mount.
used without a tripod by characters Rate of Fire: Once per round
with with Strength of 16 or higher. Damage: 2d8 Piercing (19-20 x3)
Anyone else has a -4 penalty. It is Weight: 36 pounds Armor Class: 3
powered by explosive liquid fuel, Hardness: 7 Hit Points: 15
kept in a reservoir on the
Double-Barreled side,
Harpoon DC required to break this item with
which holds enough for 10 shots. It a Strength Roll: 20
Gun
takes a full action to reload the Special: Can use any of the special
Size: Huge
gun. It fires(impossible
equally welltounder
conceal)
and harpoon-loads listed below
Cost:
above700theUnits
water. A number of Accessories: Harpoon (weighs 10
Tentative
specializedPurchase
harpoonsDC:
are17available
(Often pounds, costs 10 units), Spare
Unavailable) Required
for various kinds Proficiency:
of game. We've propellant bottle (weighs 2 pounds,
Martial-Ranged Handed: Requires 2
listed a few below. costs 25 units, contains enough
hands to use, usually fired from a fuel for 60 shots, Size: Small, 4
mount Hardness, 3 HP, 15% chance of
Range Increment: 40 ft “To Hit” exploding if it loses all its hit
Bonus: -4 penalty for anyone with a points, doing 2d6 damage to the
Strength of less than 16 to use wielder and 1d3 to anyone in a 5
without a mount Magazine: 2 foot radius), Tripod Mount (Weighs
Rate of Fire: As many times as the 4 pounds, Costs 200 units)
wielder has attacks (but only holds Description: An elephant-killer gun.
two shots) Unless you have space-ogres in
Damage: 1d12 Piercing (19-20 x3) your campaign, no one is going to
Weight: 18 pounds Armor Class: 5 fire this weapon without a mount.
Hardness: 6 It's powered by a liquid explosive
132 propellant and launches harpoons
which are fully compatible with the
"Harpoon Guns" listed above--it
just launches them further and
harder. The weapon works equally
well underwater and on dry
land. It takes a full action to reload. Handed: N/A
Range Increment: Same as the
weapon it is fired
Expanding Harpoon from, minus ten feet
Size: Huge (impossible to conceal “To Hit” Bonus: +4 vs. Armor Only
with a “sleight of hand” roll) Rate of Fire: Once per round
Cost: 10 Units Tentative Purchase Damage: 6d12 Piercing (18-20 x3).
DC: 3 Required Proficiency: Martial- Ignores up to 10
Ranged Handed: N/A points of Hardness
Range Increment: Same as the Weight: 6 pounds
weapon it is fired from Armor Class: 3
“To Hit” Bonus: -Rate of Fire: Once Hardness: 10
per round Damage: 5d12 Piercing Hit Points: 5
(19-20 x3) DC required to break this item
Weight: 5 pounds Armor Class: 3 with a Strength Roll: 19
Hardness: 10 Hit Points: 5 Description: More an alternate
DC required to break this item with military technology than a
a Strength Roll: 19 hunting weapon, this is better for
Description: What a bad way to die. hunting armored cars than big
When it enters the target, the head game. It's packed with spent
of this harpoon blossoms out like a uranium, and has Harpoon
Fragmentation a teflon-like
bloody steel flower, causing huge coating
Size: Hugethat gives itto conceal
(impossible extra
amounts of internal damage. penetration.
with a “sleight of hand” roll)
Cost: 30 Units Tentative
Purchase DC: 5 Required
Proficiency: Martial-
Ranged Handed: N/A
Explosive Harpoon Range Increment: Same as the
Size: Huge (impossible to conceal weapon it is fired from, minus ten
with a “sleight of hand” roll) feet “To Hit” Bonus: -Rate of Fire:
Cost: 15 Units Tentative Purchase Once per round Damage: 5d12
DC: 4 Required Proficiency: Martial- Piercing (19-20 x3) to the target,
Ranged Handed: N/A 2d12 Piercing to anything else in a
Range Increment: Same as the 10 foot radius. A Reflexes Saving
weapon it is fired from, minus ten Throw vs. DC 20 halves the area-
feet “To Hit” Bonus: -Rate of Fire: effect damage.
Once per round Damage: 5d12 Weight: 5
Piercing (19-20 x3) to the target, pounds
1d12 Bludgeoning to anything else Armor
in a 10 foot radius. A Reflexes Class: 3
Saving Throw vs. DC 15 allows Hardness:
anyone caught in the blast area to 10 Hit
take half damage. Points: 5
Weight: 5 pounds Armor Class: 3 DC required to break this item
Hardness: 10 Hit Points: 5 with a Strength Roll: 18
DC required to break this item with Description: This harpoon explodes
a Strength Roll: 19 on impact, sending metallic
Description: This harpoon explodes fragments everywhere. This does
on impact, after it has already damage to the target and to
entered the target. There may be anyone unlucky enough to be in
some very large animals which the vicinity. Fragmentation
require this kind of load, but harpoons may be harder to find
otherwise, most hunters tend to
Detachable
than most of these otherBore-Worm
varieties,
look on explosive harpoons as Harpoon
since they make for a fairly
wretched excess. unsporting
Size: Huge hunting weapon.
(impossible Then
to conceal
again,
with a some
“sleightworlds mayroll)
of hand” have game
Armor-Piercing Explosive animals
Cost: 35 that
Unitsrequire this kind of
Tentative
Harpoon hardware.
Purchase DC: 6 Required
Size: Huge (impossible to conceal Proficiency: Martial-
with a “sleight of hand” roll) Ranged Handed: N/A
Cost: 25 Units Range Increment: Same as the
Tentative Purchase DC: 5 weapon it is fired from
Required Proficiency: Martial- “To Hit” Bonus: --
Ranged Rate of Fire: Once
per round
133
Damage: 1d12 Piercing, plus an Range Increment: Same as the
additional 2d6 weapon it is fired from, minus ten
Piercing damage per round for the feet “To Hit” Bonus: -Rate of Fire:
next 1 -6 rounds Once per round Damage: 1d12
Weight: 5 pounds Piercing (19-20 x3) to living targets.
Armor Class: 3 1d12 Piercing (17-20 x4) +4d12
Hardness: 10 electricty to robots Weight: 6
Hit Points: 5 pounds Armor Class: 3 Hardness: 10
DC required to break this item with Hit Points: 5
a Strength Roll: 18 DC required to break this item with
Accessories: Extra Boreworm Head a Strength Roll: 18
(weighs 1/2 pound, costs 15 Units) Accessories: Miniature Energy Cell
Description: This harpoon is (1/20 pound, costs 30 units)
tipped with a drillshaped solid Description: The barbed head of
fuel rocket. Once the harpoon this harpoon contains an
strikes home, the head detaches, electromagnetic pulse device
it's engine ignites and it burrows designed specifically to disrupt a
spinning into the target's flesh robot's central processing unit. It
Poison
until Harpoon
it runs out of fuel, comes to does normal harpoon damage to
rest against somethingtotoo
Size: Huge (impossible solid
conceal living targets and may or may not
to dig
with throughoforhand”
a “sleight comes out the
roll) have some kind of catastrophic
other
Cost: 10side.
Units Tentative effect on non-sentient machines at
Purchase DC: 3 Required Radioactive
the Harpoon
DM's discretion.
Proficiency: Martial- Size: Huge (impossible to conceal
Ranged Handed: N/A with a “sleight of hand” roll)
Range Increment: Same as the Cost: 15 Units Tentative Purchase
weapon it is fired from DC: 4 Required Proficiency: Martial-
“To Hit” Bonus: -Rate of Fire: Once Ranged Handed: N/A
per round Damage: 1d12 Piercing Range Increment: Same as the
(19-20 x3). Target must make a weapon it is fired from
Fortitude Save vs. DC 20 or take “To Hit” Bonus: -Rate of Fire: Once
1d10 additional Damage from per round Damage: 1d12 Piercing
poison each round for the next 5 (19-20 x3). On the round after they
rounds. are struck, the target will begin to
Weight: 5 take 2d12 Radiation damage per
pounds round. They will continue to take
Armor radiation damage for for 1-4
Class: 3 rounds. A Fortitude Saving Throw
Hardness: vs. DC 23 will halve the radiation
10 Hit damage for that round. Roll each
Points: 5 round.
DC required to break this item with Weight: 6 pounds Armor Class: 3
a Strength Hardness: 10 Hit Points: 5
Roll: 19 DC required to break this item with
Special: a Strength Roll: 19
Accessories: Antidote Capsule Description: Bigger and more
(1/20th lb, costs 150 Units, holds 2 durable than a radioactive spear,
doses, negates effect of toxin in 1 there is enough room on this
round) weapon to store its radioactive load
Description: There is room to pack more securely, and it doesn't suffer
a lot of poison into a harpoon and from the same drawbacks. When
this one carries a whopping dose. the harpoon strikes home, it
The toxin is stored inside
Robot-Disrupter Harpoonthe center detonates a small explosive charge
of the
Size: shaft,
Huge and drains
(impossible out
to through
conceal in the head, which blows
holes
with in the
a “sleighthead
of once the harpoon radioactive dust into the wound. If
has
Cost:sunk
25 Units inhand”
homeTentative roll) The
the target. the harpoon itself takes damage, it
specific
Purchase poison listed
DC: 5free here is just an
Required will have to lose all its hit points
example.
Proficiency: Feel
Martial- to fill it with before it bursts and spills its deadly
whatever foul
Ranged Handed: stuff
N/Ayou like. load. If this happens, anyone
standing within five feet will have
to make a Fortitude Saving Throw
vs. DC 20 or suffer the effects of the
radiation (2d12 damage).

134
Giant Harpoons and Giant Harpoon Gun
DC required to break this item
with a Strength Roll: 20
Description: Standard for hunting
very large game, this monster
harpoon opens out into a jagged
furl of metal once it enters the
target's flesh, ripping and
stretching the wound into a far
Giant Harpoon Gun more grievous injury. Harpoon
Size: Huge (can't be concealed) Giant Explosive
Cost: 2,200 Units Tentative Size: Huge (impossible to conceal
Purchase DC: with a “sleight of hand” roll)
Required Proficiency: Martial- Cost: 50 Units Tentative Purchase
Ranged DC: 7 Required Proficiency:
Handed: Requires 2 hands to use, Martial-Ranged Handed: N/A
usually fired from a Range Increment: Same as the
mount weapon it is fired from
Range Increment: 80 feet “To Hit” Bonus: -Rate of Fire: Once
“To Hit” Bonus: -8 penalty for per round Damage: 8d12 Piercing
anyone with a (19-20 x3) to the target, plus 3d12
Strength of less than 22 to use Bludgeoning to anything else in a
without a mount ten foot radius. A Reflexes Saving
Rate of Fire: Once per round Throw vs. DC 18 halves the
Damage: 3d12 Piercing (19-20 x3) Bludgeoning damage.
Weight: 100 pounds Armor Class: 3 Weight: 10 pounds Armor Class: 3
Hardness: 10 Hit Points: 25 Hardness: 10 Hit Points: 10
DC required to break this item with DC required to break this item
a Strength Roll: 22 with a Strength Roll: 20
Special: Can use any of the special Description: For particularly
giant harpoonloads listed below resilient targets, this giant
Accessories: Harpoon (weighs 15 harpoon comes with a high-
pounds, costs 10 units), Spare explosive charge set in the
propellant bottle (weighs 5 spearhead that detonates after it
pounds, costs 40 units, Size: has buried itself in the target.
Small, 4 Hardness, 5 HP, 20%
chance of exploding if it loses all
its hit points, doing 3d6 damage Giant Armor-Piercing
to the wielder and 1d6 to anyone Explosive Harpoon
in a 5 foot radius), Tripod Mount
(Weighs 10 pounds, Costs 500 Size: Huge (impossible to conceal
units) with a “sleight of hand” roll)
Cost: 75 Units Tentative Purchase
Giant
Meant
Expanding
Description:
to be
Harpoon
This is a whale-killer.
mounted on DC: 9 Required Proficiency:
Size: Huge (impossible to vehicles,
conceal Martial-Ranged Handed: N/A
it's not possible for anything
with a “sleight of hand” roll)
smaller Range Increment: Same as the
Cost: 25than
Unitsa Tentative
Large creature to use
Purchase weapon it is fired from
this massive gun as a personal
DC: 5 Required Proficiency: Martial-
hand-weapon. “To Hit” Bonus: +4 vs. Armor Only
Ranged Handed: N/A Rate of Fire: Once per round
Range Increment: Same as the Damage: 9d12 Piercing (18-20 x3),
weapon it is fired from ignores up to 10
“To Hit” Bonus: -Rate of Fire: Once points of Hardness
per round Damage: 7d12 Piercing Weight: 15 pounds
(19-20 x3) Armor Class: 3
Weight: 10 pounds Armor Class: 3 Hardness: 10
Hardness: 10 Hit Points: 10 Hit Points: 10
DC required to break this item
with a Strength Roll: 20
Description: Meant for use against
who-knows-what kind of monster
target, this harpoon has a spent
uranium core and can easily
135 punch its way into an
armored car.
Giant Robot-Disrupter
Giant Fragmentation Harpoon
Harpoon Size: Huge (impossible to conceal
Size: Huge (impossible to conceal with a “sleight of hand” roll)
with a “sleight of hand” roll) Cost: 75 Units Tentative Purchase
Cost: 60 Units Tentative Purchase DC: 9 Required Proficiency:
DC: 8 Required Proficiency: Martial-Ranged Handed: N/A
Martial-Ranged Handed: N/A Range Increment: Same as the
Range Increment: Same as the weapon it is fired
weapon it is fired from from, minus ten feet
“To Hit” Bonus: -Rate of Fire: Once “To Hit” Bonus: +2 vs. Robots
per round Damage: 7d12 Piercing Rate of Fire: Once per round
(19-20 x3) to the target, plus 4d12 Damage: Does 3d12 Piercing (19-
Piercing to anything else in a ten 20 x3) to living
foot radius. Anyone who is injured targets. Does 3d12 Piercing (17-20
only by the shrapnel can make a x4) plus 7d12
Reflexes Saving Throw vs. DC 15 to electrical damage to robots
take half damage (this does not Weight: 12 pounds
help the actual target of the Armor Class: 3
attack) Hardness: 5
Weight: 10 pounds Armor Class: 3 Hit Points: 10
Hardness: 9 Hit Points: 10 DC required to break this item
DC required to break this item with with a Strength Roll: 18
a Strength Roll: 19 Accessories: Energy Cell (1/2
Description: This colossal pound, costs 10 units)
exploding harpoon fills the air with Description: Made for use against
deadly metallic fragments. Few big really large robots, this harpoon
game animals require this kind of contains an electromagnetic pulse
treatment, so the weapon is device designed specifically to
thankfully rare. disrupt a robot's higher functions.
It may or may not have the same
kind of catastrophic effect on
Stranger Stuff
non-sentient machines. This is
strictly up to the DM.
Spike Pistol Description: A one-handed version
Size: Medium (-4 penalty to conceal of the spike gun, about the size of
with a “sleight of hand” roll) the largest conventional pistols.
Cost: 900 Units It's too big for most holsters but
Tentative Purchase DC: 17 (Often one could be specially made to
Unavailable) Required Proficiency: contain it. Five wickedly barbed
Slugthrower Weapons Handed: spikes protrude from its five
Requires 1 hand to use Range barrels. They can only be launched
Increment: 40 feet “To Hit” Bonus: - one at a time. The weapon is
Magazine: 4 powered by a small compressed
Rate of Fire: As many times as the gas cylinder on the back, above
weapon has attacks the grip. It holds just enough gas
Damage: 1d8 Piercing (19-20 x3) for five shots.
Weight: 5 pounds Armor Class: 9
Hardness: 6 Hit Points: 5
DC required to break this item with
a Strength Roll: 17
Accessories: Compressed Gas
Canister (Weighs 1/2 lb, costs 10 Light 3-Barrel Spike Pistol
units, lasts for fifteen shots), Barbed Size: Medium (-4 penalty to
Spikes (Weigh 1 pound each, costs conceal with a “sleight of hand”
2 Units for a set of five), Holster roll)
(Weighs 1 pound, costs 150 units to Cost: 900 Units
have specially made, may be more Tentative Purchase DC: 17
widely available and cost less in a (Often Unavailable) Required
world where spike pistols are Proficiency: Slugthrower
commonplace) Weapons Handed: Requires 1
hand to use
136
Range Increment: 40 can be fired as many times as you
ft “To Hit” Bonus: -- have spikes to launch from it. This
Magazine: 3 weapon launches spikes that are
Rate of Fire: As many times as the larger and heavier than the other
weapon has attacks two spike pistols listed here and
Damage: 1d8 Piercing (19-20/x3) which aren't compatible with them.
Weight: 5 pounds Armor Class: 9 More accurate than multibarrel
Hardness: 6 Hit Points: 4 spike guns, it also has more
DC required to break this item with stopping power. It still can't
a Strength Roll: 16 compete with conventional slug-
Accessories: Compressed Gas throwing firearms, despite its
Canister (Weighs 1/2 pound, costs durability and ease of use. It takes a
10 units, lasts for fifteen shots), Automatic
Standard Spike
Action Gunthe gun
to reload
Barbed Spikes (Weigh 1 pound This isHuge
Size: a muzzle-loading weapon-
(can't be concealed)
each, costs 2 Units for a set of five), you
Cost:shove
1,100the spike down its barrel.
Units
Holster (Weighs 1 pound, costs 120 Tentative Purchase DC: 18 (Often
units to have specially made, may Unavailable) Required Proficiency:
be more widely available and cost Martial-Ranged Handed: Requires 2
less in a world where spike pistols hands to use Range Increment: 50
are commonplace) feet “To Hit” Bonus: -Magazine: 30
Description: A relatively lightweight Rate of Fire: As many times as the
spike-launching handgun. It has wielder has attacks
three barrels, each of which holds Damage: 1d8 Piercing (19-20 x3)
one steel spike. Powered by metal Weight: 25 pounds Armor Class: 5
springs, it does not use an energy Hardness: 6 Hit Points: 10
cell or gas cylinder and makes very DC required to break this item with
little noise when fired (until of a Strength Roll: 18
course the target screams). Special: This weapon is capable of
This is a fairly exotic weapon. Autofire. It can target a 10-foot-by-
Few cultures that use gunpowder 10-foot area. The targeted area has
would produce small arms like this, an effective Defense of 10. If the
so it is rarely seen in the same time attack succeeds, every target within
or place as what we would call the affected area must make a
conventional projectile weapons. Reflexes Saving Throw (DC 15) or
It takes a Standard Action to take the weapon's damage. Autofire
reload
One-Shot each ofSpike
its three barrels.
Pistol uses up 10 rounds, and can only be
Relaoding is extremely
Size: Medium (-4 penalty to simple-you used if the weapon has 10 rounds in
just pushwith
conceal the aspike intoof
“sleight the barrel.
hand” it.
It fires
roll) spikes which are compatible Accessories: Compressed Gas
with the
Cost: 800five-barreled
Units model listed Canister (Weighs 2 pounds, costs 15
above,
TentativebutPurchase
not the single-barrel
DC: 17 (Often units, lasts for 30 shots), Magazine
model.
Unavailable) Required Proficiency: (Weighs 2 pounds unloaded, costs
Slugthrower Weapons Handed: 10 Units), Spikes (Weigh 2 pounds
Requires 1 hand to use Range each, costs 12 Units for a set of 30),
Increment: 50 ft “To Hit” Bonus: -- Tripod Mount (Weighs 3 pounds,
Magazine: 1 Costs 200 units) Description: Some
Rate of Fire: As many times as the cultures follow radically different
weapon has attacks paths to firearms technology. This is
Damage: 1d8 Piercing (19-20/x3) a kind of gas- propelled speargun.
Weight: 5 pounds Armor Class: 9 It's a big weapon, about the size of
Hardness: 6 Hit Points: 4 a heavy machine gun. Despite the
DC required to break this item with fact that it fires two-foot metal
a Strength Roll: 16 spikes, the kickback is not excessive
Accessories: Barbed Spikes (Weigh and almost anyone capable of lifting
1 lk pounds each, costs 2 Units for a the weapon can use it with ease.
set of five), Holster (Weighs 1 The ammunition is belt-fed and
pound, costs 150 units to have hangs out the left side. If the user
specially made, may be more turns a crank on the right, it will
widely available and cost less in a deliver an autofire burst of spikes.
world where spike pistols are The compressed gas canister fits in
commonplace) the top of the weapon and has to
Description: A one-shot spike- be changed at the same time as the
launching pistol. Powered by ammo belt.
springs, rather than compressed Ludicrous in some respects, this
gas or an energy cell, it effectively odd gun does have certain
never runs out of energy, and advantages. It makes little noise and137
has a lot of stopping power. It also
doesn't have much range, and is far
too big and heavy for the amount of
firepower it generates.
This weapon is not designed to
damage. Autofire uses up 10
rounds, and can only be used if
Automatic Lance-Gun the weapon has 10 rounds in it.
Size: Huge (can't be concealed) Accessories: Compressed Gas
Cost: 1,200 Units Canister (Weighs 5 pounds, costs
Tentative Purchase DC: 18 (Often 30 units, lasts for 20 shots),
Unavailable) Required Proficiency: Magazine (Weighs 5 pounds
Martial-Ranged Handed: Requires 2 unloaded, costs 10 Units), Spikes
hands to use Range Increment: 60 (Weigh 7 pounds each, costs 50
feet “To Hit” Bonus: -Magazine: 20 Units for a set of 20) Description: A
Rate of Fire: As many times as the huge, bulky, shoulder-mounted
wielder has attacks device, it launches four-foot metal
Damage: 1d12 Piercing (19-20 x3) spikes at the target and is capable
Weight: 50 pounds Armor Class: 3 of autofire.
Hardness: 7 Hit Points: 15 It has some real advantages in
DC required to break this item with combat--the weapon is nearly
a Strength Roll: 17 silent and produces no chemical or
Special: This weapon is capable of energy signature. Its chief
Autofire. It can target a 10-foot-by- drawback is its size. The barrel is
10-foot area. The targeted area has as long as a bazooka and a huge
an effective Defense of 10. If the magazine rests on top of the firing
attack succeeds, every target within mechanism. It takes a full round to
the affected area must make a reload this monster, even if all the
Reflexes Saving Throw (DC 15) or spikes have already been slotted
take the weapon's into the giant magazine.
Only someone with Strength 16
or higher can use this gun as
anything but a mounted weapon.

Darts and Dart Guns
Anyone else firing it without at
least the support of a tripod does
so at a -4.
This weapon is not designed to
launch any
Darts are among the oldest and longest-lasting of theweapons.
human special loads
Widely
available in the stone age, they persist (in designed
a limited for the
role) other spear
through and
the space
age and beyond. It's not hard to see why.harpoon guns at
Darts travel listed here. Itspeeds,
subsonic fires
make little noise, are hard to detect with only its own
sensors and strange ammunition.
ultimately there just
isn't a better way to get drugs or poison into a target at range.
We have listed stats for a blowgun made from modern high-performance
materials and some compressed gas dartguns of the type used for animal
control, as well as a host of futuristic darts with a wide variety of effect. Most
of the darts found in this section can (at the DM's discretion) be launched
Disposable
from slingshotsCompressed Air
as easily as blowguns DC required to break this item with
a Strength
Dart Projector Roll: 12
Size: Small (No bonus or penalty to Special:
conceal with a “sleight of hand” roll) Description: A sort of mechanized
Cost: 200 Units Tentative Purchase blowgun. It looks like a short
DC: 12 Required Proficiency: plastic tube with a small air
Martial-Ranged Handed: Requires 1 canister attached to the side. The
hand to use Range Increment: 10 weapon is approximately the size
feet “To Hit” Bonus: -Magazine: 1 and shape of a turkey baster. It
Rate of Fire: As many times as the holds only one dart at a time. You
weapon has attacks load it by slipping the dart in
Damage: 1d4 Piercing (20 x3) The through the muzzle (this takes a
target must make a Standard Action).
Fortitude save vs. DC 18 or take an The gas canister can launch six
additional 4d8 darts before it has to be replaced,
damage from poison but few users will actually reuse the
Weight: 1 pound device that many times. This is an
Armor Class: 13
Hardness: 0 Concealed weapon,
assassination Dart Projector
made so as
to be
Size: hard to
Diminutivedetect and
(+8 bonus easy to
Hit Points: 2 dispose of. The whole thingto
is
conceal
made ofwith a “sleight
ordinary plastic and can
easily be burned or recycled once
you are done with it. 138
of hand” roll) They are lauched by powerful
Cost: 750 Units Tentative Purchase springs and so there is no gas
DC: 17 Required Proficiency: canister or power cell to replace.
Simple Handed: Requires 1 hand The damage listed here is for
to use Range Increment: 10 feet generic poison darts. Feel free to
“To Hit” Bonus: -Rate of Fire: As load the wrist-unit with whichever
many times as the weapon has darts you like. Just be sure to move
attacks your hand out of the way when you
Damage: 1d4 Piercing (20 x3). The fire it!
Advanced Materials
target must make
a Fortitude save vs. DC 15 or take Blowgun
an additional 3d8 Size: Medium (-4 penalty to conceal
damage from poison with a “sleight of hand” roll)
Weight: 1/10 pound Cost: 75 Units Tentative Purchase
Armor Class: 13 DC: 9 Required Proficiency: Martial-
Hardness: 0 Ranged Handed: Requires 2 hands
Hit Points: 1 to use Range Increment: 30 feet “To
DC required to break this item with Hit” Bonus: -Rate of Fire: As many
a Strength Roll: 10 times as the weapon has attacks
Description: A one-shot dart Damage: 1d4 Piercing (20 x3)
projector, small enough to be built Weight: 1 pound Armor Class: 9
into a wide variety of unlikely Hardness: 4 Hit Points: 3
objects. It could fit into a fountain DC required to break this item with
pen, a cigarette lighter or even a a Strength Roll: 16
wristwatch. These usually aren't Accessories: Advanced Materials
designed to be reloaded--once Darts (A pack of 30 darts weighs
you've killed someone with the 1/2 pound, costs 15 units, but other
device you'd want to discard it and types of darts are available as well.
get as far away as possible before See the listings below) Description:
it's discovered on your person. It is A two and a half foot tube, made
however possible that some cost- from synthetic materials which give
concious spy agency might build it better performance characteristics
Wrist-Mounted
them for multipleDart use. The than even the finest wood. For the
Projector
statistics listed here assume the sake of example, I've listed the
launcher
Size: Smallholds a generic
(No bonus "poison
or penalty to damage it would do it you loaded it
dart"
concealbutwith
of acourse you
“sleight of could
hand” put with a simple dart, without any
any type of dart inside.
roll) poison, drugs, explosives, etc. I'm
Cost: 400 Units Tentative Purchase sure you can think of all kinds of
DC: 15 Required Proficiency: other things to do with it.
Martial-Ranged Handed: Requires
1 hand to use Range Increment: 20
feet “To Hit” Bonus: -Magazine: 15
Rate of Fire: As many times as the
weapon has attacks
Damage: 1d4 Piercing (20 x3) The
target must make a
Fortitude save vs. DC 15 or take an
additional 3d8 Compressed Air Dart Pistol,
damage from poison Animal Collection
Weight: 1 pound Size: Small (No bonus or penalty to
Armor Class: 13 conceal with a “sleight of hand” roll)
Hardness: 4 Cost: 250 Units Tentative Purchase
Hit Points: 2 DC: 13 Required Proficiency:
DC required to break this item with Slugthrower Weapons Handed:
a Strength Roll: 14 Requires 1 hand to use Range
Accessories: Advanced Materials Increment: 30 feet “To Hit” Bonus: -
Darts (A pack of 30 darts weighs Rate of Fire: As many times as the
1/2 pound, costs 15 units, but weapon has attacks
other types of darts are available Damage: Special. The target must
as well. See the listings below) make a Fortitude save vs. DC 20 or
Description: A good weapon for fall unconscious for 19-Con hours
commandos and anyone else who (so a character with a Con of 15
needs to kill people silently (or would be unconscious
who just feels a hankering to). It
looks like a narrow, flat box
strapped to the top of the user's 139
wrist, and is easily concealed under
a long-sleeved garment. The unit
has no magazine and the darts
each have to be loaded separately.
It takes a full action to load each
for 4 hours, a character with ten shots), Scope (1/2 lb, costs 150
Con 10 would be unconscious units, reduces Range Increment by
for 9 hours and so forth). one), Antidote Vial (1/20th lb, costs
Weight: 2 pounds Armor Class: 200 Units, holds 3 doses, negates
9 Hardness: 4 Hit Points: 2 effect of drug in 1 -6 rounds)
DC required to break this item with Description: A long-range
a Strength Roll: 13 compressed air single-shot dart
Accessories: Dart with sleep drug gun, designed for collecting live
(A pack of 30 darts weighs 1/2 wildlife (or tagging them with radio
pound, costs 30 units, but other collars). The unit breaks open to
types of darts are available as well. reload, like a shotgun. This takes a
See the listings below), standard action. These guns are
Compressed Gas Canister (Weighs surprisingly hard to come by. Only
1/10 pound, costs 5 units, lasts for a few companies make them and
ten shots), Antidote Vial (1/20th lb, you can only really order one
costs 200 Units, holds 3 doses, Dart
through Rifle, Military/Intel
catalogs that sell zoo and
negates effect of drug in 1 -6 wildlife
Size: Largecontrol equipment.
(-8 penalty They
to conceal
rounds) generally want to check
with a “sleight of hand” roll) your
Description: As seen on the credentials
Cost: 1,200 before selling you one.
Units Tentative
Discovery Channel! This large, Purchase DC: 18 Required
bulky pistol holds a single Proficiency: Slugthrower Weapons
tranquilizer dart. It is usually sold Handed: Requires 2 hands to use
with about ten darts, which can be Range Increment: 70 feet “To Hit”
loaded with varying doses of Bonus: -Magazine: 25
different types of sedatives and/or Rate of Fire: As many times as the
muscle relaxants, for animals of weapon has attacks
different sizes and physiologies. Damage: Special. The target must
The sleep-drug listed here is really make a Fortitude save vs. DC 20 or
just an example--you can load a fall unconscious for 19-Con hours
dart up to drop a monkey or to (so a character with a Con of 15
drop a rhino. It breaks open to would be unconscious for 4 hours,
load, like a single barrel shotgun. a character with Con 10 would be
It's hard to find holsters the right unconscious for 9 hours and so
size and shape for this distinctly forth).
non-standard weapon, so it is Weight: 7 pounds Armor Class: 7
generally carried around in its Hardness: 5 Hit Points: 4
storage case. DC required to break this item with
Dart Rifle, Animal a Strength Roll: 15
Accessories: Dart with sleep drug
Collection (A pack of 30 darts weighs 1/2
Size: Large (-8 penalty to conceal pound, costs 30 units),
with a “sleight of hand” roll) Compressed Gas Canister (Weighs
Cost: 300 Units Tentative Purchase 1/10 pound, costs 5 units, lasts for
DC: 14 Required Proficiency: ten shots), Scope (1/2 lb, costs
Slugthrower Weapons Handed: 150 units, reduces Range
Requires 2 hands to use Range Increment by one), Antidote Vial
Increment: 60 feet “To Hit” Bonus: - (1/20th lb, costs 200 Units, holds
Rate of Fire: As many times as the 3 doses, negates effect of drug in
weapon has attacks 1 -6 rounds)
Damage: Special. The target must Description: This dart rifle is
make a Fortitude save vs. DC 20 or designed specifically for
fall unconscious for 19-Con hours military/intelligence skullduggery. It
(so a character with a Con of 15 might have been possible to design
would be unconscious for 4 hours, one with a magazine, but most
a character with Con 10 would be snipers change position just after
unconscious for 9 hours and so taking a shot anyway, so they left it
forth). as a single-shot weapon. You load
Weight: 7 pounds Armor Class: 7 it through a chamber in the breech,
Hardness: 4 Hit Points: 3 a little like a pump-action shotgun.
DC required to break this item with The gas canister holds enough
a Strength Roll: 14 "Silent Lightning" Autofire
pressure for ten shots before it has
Accessories: Dart with sleep drug Dart Rifle
to be changed. For the sake of
(A pack of 30 darts weighs 1/2 Size: Large
example, (-8rifle
this penalty to conceal
is loaded with a
pound, costs 30 units), Compressed with
sleep- a “sleight of hand”
dart potent enoughroll)to down
Gas Canister (Weighs 1/10 pound, an average-sized human being, but
costs 5 units, lasts for you could of course load it with 140
whatever kind of dart is available.
Cost: 3,000 Units Tentative Range Increment: 30 ft if thrown,
Purchase DC: 22 Required more if launched from a weapon
Proficiency: Exotic Weapon-Ranged “To Hit” Bonus: +1
Handed: Requires 2 hands to use Rate of Fire: Each weapon can only
Range Increment: 60 feet “To Hit” be used once, but you can launch
Bonus: -Magazine: 30 as many of them as you have
Rate of Fire: As many times as the attacks Damage: 1d4 Piercing (20
wielder has attacks x2)
Damage: 1d4 (20 x2) Weight: 1/2 pound
Weight: 9 pounds Armor Class: 7 Armor Class: 13 (Can't be attacked
Hardness: 4 Hit Points: 3 in flight by most weapons)
DC required to break this item with Hardness: 3 Hit Points: 1
a Strength Roll: 13 DC required to break this item with
Special: This weapon is capable of a Strength Roll: 13
Autofire. It can target a 10-foot- Description: A standard template
by-10-foot area. The targeted area for what a dart made from super-
has an effective Defense of 10. If advanced, space-age materials
the attack succeeds, every target might look like. It is constructed
within the affected area must make from a composite material which is
a Reflexes save (DC 15) or take the both lighter and stronger than
weapon's damage. Autofire shoots anything we have presently. It also
10 darts, and can only be used if produces less air resistance and is
the weapon has at least 10 darts accurate at a greater range. Please
left in the magazine. Accessories: note that while you can use this
Specially designed plastic ammo same template for a throwing dart,
clip (Weighs 1/2 pound fully a blowgun dart, or the kind of dart
loaded, costs 10 units, 2 clips come you launch from a dart-gun, you
free with the weapon), Spare Darts Dart, Undetectable
can't actually interchange these
(A pack of 30 darts weighs 1/2 different types of darts. A throwing
pound, costs 10 units, but other Materials
dart isn't suitable for being
types of darts are available as well. Size: Diminutive
launched from a (+8 bonusa to
dartgun,
See the listings below), conceal
blowgunwithdartaisn't
“sleight
very of hand” roll)
effective if
Compressed Gas Canister (Weighs Cost: 1 Unit per dart
you throw it and so forth.
1/2 pound, costs 15 units, lasts for Tentative Purchase DC: 2 (but is
thirty shots), Scope (1/2 lb, costs often unavailable or illegal or both)
150 units, reduces Range Required Proficiency: Simple
Increment by one) Description: A Handed: Requires 1 hand to use
technological curiosity, this dart Range Increment: 20 ft if thrown,
rifle holds a full ammunition clip possibly more if launched from a
and is capable of autofire. It was weapon “To Hit” Bonus: -Rate of
intended as a low-cost, low Fire: Each weapon can only be used
maintenance alternative to once, but you can launch as many
slugthrower assault rifles, but was of them as you have attacks
never adopted by any regular Damage: 1d4 Piercing (20 x2)
army. Air rifle hobbyists have kept Weight: 1 pound
the brand alive, although this is Armor Class: 13 (Can't be attacked
still a very rare weapon. in flight by most weapons)
It fires ammunition clips, like all Hardness: 2 Hit Points: 1
autofire rifles did in the days DC required to break this item with
before caseless ammo. It takes a a Strength Roll: 12
minute or so to load a clip with Description: A dart made from
darts, but only a single standard genetically- engineered vegetable
action to pop a loaded clip into the material. It looks and feels like a
magazine. The gun usually fires hard plastic or a ceramic, with no
ordinary "advanced material darts" metal on the tip. It won't show up
but it could conceivably be loaded on metal detectors or on the more
Advanced
with any of the Materials
special dartsDartlisted advanced scanners which search for
Size: Diminutive (+8 bonus
here as well. If you have loaded to a military plastics. The dart doesn't
conceal
clip withwith a “sleight ofofhand”
a combination different have the same penetrating power
roll)
darts, you have to fire them strictly as one with, say, a
Cost:
in the10order
Units for a pack of
in which they30 were tungsten/titanium alloy tip, and its
darts
loaded. Tentative
There isPurchase
no way DC: 3
to choose balance is just a bit odd, limiting its
Required Proficiency:
a particular dart. Simple range. If a customs official
Handed: Requires
In addition 1 hand
to the to usethe
magazine, somehow discovers this item on
gun requires a special oversized your person, it will be tricky to
compressed gas canister, which explain. 141
isn't compatible with other dart
weapons or needleguns.
The canister holds enough gas for Dart With Sleep Drug
30 shots, the same as the Size: Diminutive (+8 bonus to
magazine. conceal with a “sleight
of hand” roll) a dart.
Cost: 15 Units for a pack of 30 darts
Tentative Purchase DC: 4 Required
Proficiency: Simple Handed: Poison Dart
Requires 1 hand to use Range Size: Diminutive (+8 bonus to
Increment: 30 feet if thrown by conceal with a “sleight of hand”
hand, more if launched from a roll)
weapon “To Hit” Bonus: -Rate of Cost: 15 Units for a pack of 30
Fire: Each weapon can only be used darts Tentative Purchase DC: 4
once, but you can launch as many (often illegal)
of them as you have attacks Required Proficiency: Simple
Damage: Special. The target must Handed: Requires 1 hand to use
make a Fortitude save vs. DC 20 or Range Increment: 30 feet if thrown
fall unconscious for 19-Con hours. by hand, more if launched from a
A character with a Con of 15 would weapon “To Hit” Bonus: -Rate of
be unconscious for 4 hours, a Fire: Each weapon can only be
character with Con 10 would be used once, but you can launch as
unconscious for 9 hours and so many of them as you have attacks
forth. It will not work at all on a Damage: Make a Fortitude Save vs.
creature that is Huge or larger in DC 20 or take 4d4 damage from
size. Weight: 1/2 pound poison.
Armor Class: 13 (Can't be attacked Weight: 1/2 pound
in flight by most weapons) Armor Class: 13 (Can't be attacked
Hardness: 3 Hit Points: 1 in flight by most weapons)
DC required to break this item with Hardness: 3 Hit Points: 1
a Strength Roll: 12 DC required to break this item with
Description: A small dart which a Strength Roll: 13
does no actual damage, and Description: What sinister
instead delivers a dose of a potent brotherhood of assassins would be
tranquilizing drug. The target complete without poison darts in
shouldn't
Super-High be surprised to wake
Potency Stun up their Arsenal of Sneaky Evil? You
with a tag in their ear and a radio could
Poison useDart,
these same weapon
Extra-Lethal
Dart
collar around their neck. statistics for a blowgun dart,toa
Size: Diminutive (+8 bonus to Size: Diminutive
hand-thrown (+8etc.
dart, bonus
conceal with a “sleight of hand” conceal with a “sleight of hand”
roll) roll)
Cost: 15 Units for a pack of 30 darts Cost: 20 Units for a pack of 30
Tentative Purchase DC: 4 Required darts Tentative Purchase DC: 5
Proficiency: Simple Handed: (usually illegal)
Requires 1 hand to use Range Required Proficiency: Simple
Increment: 30 feet if thrown by Handed: Requires 1 hand to use
hand, more if launched from a Range Increment: 30 feet if thrown
weapon “To Hit” Bonus: -Rate of by hand, more if launched from a
Fire: Each weapon can only be used weapon “To Hit” Bonus: -Rate of
once, but you can launch as many Fire: Each weapon can only be
of them as you have attacks used once, but you can launch as
Damage: Target must make a many of them as you have attacks
Fortitude Saving Throw vs. DC 27 or Damage: Make a Fortitude Save vs.
fall unconscious for 3d6 hours. DC 20 or take 5d6 damage from
There is no limit on the size of the poison.
animal. If it is used on a creature Weight: 1/2 pound
that is size Small or smaller, they Armor Class: 13 (Can't be attacked
must make an additional Fortitude in flight by most weapons)
Saving Throw vs. DC 15 or go into Hardness: 3 Hit Points: 1
shock and die. DC required to break this item with
Weight: 1/2 pound a Strength Roll: 13
Armor Class: 13 (Can't be attacked Description: A dart loaded with an
in flight by most weapons) even more lethal toxin. This could
Hardness: 3 Hit Points: 1 be a blowgun dart, a hand-thrown
DC required to break this item with dart, a dart-pistol dart, etc. The
a Strength Roll: 12 stats are the same. It's enough like
Description: Good for knocking out the first poison dart that I would
big carnivores in order to tag them feel a little dubious about calling it
for study, or to put your enemies to a separate weapon, so I'm not
sleep for long enough to do going to count it against the total
humiliating things to them. This 1001.
dart contains a powerful sedative 142
drug which it injects on impact. It
can be reused but holds only
enough of the drug for a single
dose. It takes one minute and a skill
Poison Dart, Superlethal be specially made. Then again,
Size: Diminutive (+8 bonus to maybe the player characters live
conceal with a “sleight of hand” in a society where aristocrats
roll) hunt peasants with these things.
Cost: 100 Units per dart Tentative It's up to the DM.
Purchase DC: 10 (usually illegal) Dart With Blinding Drug
Required Proficiency: Simple Size: Diminutive (+8 bonus to
Handed: Requires 1 hand to use conceal with a “sleight of hand”
Range Increment: 30 feet if thrown roll)
by hand, more if launched from a Cost: 20 Units for a pack of 30
weapon “To Hit” Bonus: -Rate of darts Tentative Purchase DC: 5
Fire: Each weapon can only be used Required Proficiency: Simple
once, but you can launch as many Handed: Requires 1 hand to use
of them as you have attacks Range Increment: 30 feet if thrown
Damage: Make a Fortitude Save vs. by hand, more if launched from a
DC 20 or die instantly. weapon “To Hit” Bonus: -Rate of
Weight: 1/2 pound Fire: Each weapon can only be used
Armor Class: 13 (Can't be attacked once, but you can launch as many
in flight by most weapons) of them as you have attacks
Hardness: 3 Hit Points: 1 Damage: Special, see description
DC required to break this item with Weight: 1/2 pound
a Strength Roll: 13 Armor Class: 13 (Can't be attacked
Description: A shockingly lethal in flight by most weapons)
poison dart, loaded with a Hardnes
diabolical toxin called Thanatoline. s: 3 Hit
This is the most fast-acting, lethal Points: 1
poison known (or at least the most DC required to break this item
lethal one you're probably going to with a Strength Roll: 12
want toWith
Dart PaintoDrug
introduce your Description: This dart delivers a
campaign).
Size: Diminutive (+8 bonus to dose of a drug that affects the
conceal with a “sleight of hand” target's optic nerves. The target
roll) must make a Fortitude Saving
Cost: 15 Units for a pack of 30 Throw vs. DC 15 or become Blind
darts Tentative Purchase DC: 4 for 2d12 hours. Blind characters
(often unavailable) Required suffer a 50% chance of missing in
Proficiency: Simple Handed: combat (all their targets effectively
Requires 1 hand to use Range have full concealment), lose any
Increment: 30 feet if thrown by Dexterity Bonus they might have to
hand, more if launched from a their Armor Class, move at half
weapon “To Hit” Bonus: -Rate of speed, suffer a -4 penalty on
Fire: Each weapon can only be used Dart
Search
and
With
checksMesmeric
Dexterity
Drug
and both Strength
based skill rolls.
once, but you can launch as many Size: Diminutive (+8 bonusAll to
of them as you have attacks attackers have aa +2
conceal with bonusof
“sleight to hand”
hit
Damage: 1d6 Nonlethal Damage the
roll)blind character. At the DM's
per round for three rounds. A discretion
Cost: the drug
20 Units mightofnot
for a pack 30 work
Willpower Saving Throw vs. DC 20 on creatures
darts with
Tentative very different
Purchase DC: 5
halves the damage. Roll each physiologies, and of course
Required Proficiency: Simpleit has
round. no effect Requires
Handed: on creatures
1 handthattodon't
use
Weight: 1/2 pound have eyes.
Range Increment: 30 feet if thrown
Armor Class: 13 (Can't be attacked by hand, more if launched from a
in flight by most weapons) weapon “To Hit” Bonus: -Rate of
Hardness: 3 Hit Points: 1 Fire: Each weapon can only be used
DC required to break this item with once, but you can launch as many
a Strength Roll: 12 of them as you have attacks
Special: Once struck, the target Damage: Special, see description
must make a Fortitude Saving Weight: 1/2 pound
Throw vs. DC 20 or be Stunned (as Armor Class: 13 (Can't be attacked
per the Monk special attack), and in flight by most weapons)
unable to take any action for one Hardnes
round. Even if the target is not s: 3 Hit
Stunned, they will suffer a -2 Points: 1
penalty to all their attacks and skill DC required to break this item
rolls in any round where they take with a Strength Roll: 12
nonlethal damage from the drug. Description: This dart is loaded
Description: This dart injects a drug with a powerful hypnogogic, 143
that induces agonizing pain. It can which renders the target
cause unconciousness, but does no vulnerable to
real, lasting damage to the target
(at least physically). This is not an
item most zoos would stock or
most catalogs would offer and it
suggestion. The target must make a Damage: Make a Fortitude Save vs.
Willpower Saving Throw vs. DC 20 DC 18 or have your Dexterity
or become susceptible to hypnotic reduced by 3d6 for 2d10 hours.
suggestion for 1d4 rounds. Weight: 1/2 pound
Characters who have just been Armor Class: 13 (Can't be attacked
injected with the drug are visibly in flight by most weapons)
spacy and odd while they are Hardness: 3 Hit Points: 1
receiving hypnotic commands, but DC required to break this item with
afterwards will look normal. The a Strength Roll: 12
person making the suggestion must Description: Anyone struck by this
be brief, limiting their remarks to a dart takes a massive but temporary
sentence or two. The suggestion Dexterity loss. The affected stat
must be worded in such a manner cannot go lower than 1. A
as to make the activity sound character with a Dexterity of 1 or 2
reasonable. can't walk or feed themselves and
The effect normally ends when must make a Willpower Saving
the subject finishes whatever it was throw vs. DC 15 each time they try
that they were instructed to do. to speak, in order to correctly
However,
Dart With the Brain-Scrambler
person giving the shape
Dart With the words.
Paralysis Drug
hypnotic instructions can also Size: Diminutive (+8 bonus to
Toxin
specify conditions that will trigger conceal with a “sleight of hand”
Size: DiminutiveIf (+8
the command. bonus
nothing to
triggers roll)
conceal
them, thesewithcommands
a “sleight of hand”
can lie Cost: 15 Units for a pack of 30
roll)
dormant for years. darts Tentative Purchase DC: 4
Cost: 1 Unit per dart Tentative Required Proficiency: Simple
Purchase DC: 2 Required Handed: Requires 1 hand to use
Proficiency: Simple Handed: Range Increment: 30 feet if thrown
Requires 1 hand to use Range by hand, more if launched from a
Increment: 30 feet if thrown by weapon “To Hit” Bonus: -Rate of
hand, more if launched from a Fire: Each weapon can only be
weapon “To Hit” Bonus: -Rate of used once, but you can launch as
Fire: Each weapon can only be used many of them as you have attacks
once, but you can launch as many Damage: The victim must make a
of them as you have attacks Fortitude Save vs. DC 20 or be
Damage: The target must make a paralyzed and helpless, unable to
Fortitude Saving Throw vs. DC 20, move or take any physical actions,
or lose 3d6 Intelligence for 2d8x10 for 2d10 rounds.
hours Weight: 1/2 pound
Weight: 1/2 pound Armor Class: 13 (Can't be attacked
Armor Class: 13 (Can't be attacked in flight by most weapons)
in flight by most weapons) Hardness: 3 Hit Points: 1
Hardness: 3 Hit Points: 1 DC required to break this item with
DC required to break this item with a Strength Roll: 12
a Strength Roll: 12 Description: A dart loaded with a
Description: A dart loaded with a powerful paralytic agent. The
neural agent that disrupts higher victim is perfectly aware of their
cerebral functions. A character with surroundings, although unable to
animal-like intelligence (3 or lower) move. It is still possible for the
can still recognize their friends and
Dart
will stillWith
followMotor Function
them around. They victim to take purely mental
cannot speakToxin
Disrupter or use tools in this actions, if the campaign makes use
condition.
Size: Diminutive (+8 bonus to of magic or psionics. This dart is
conceal with a “sleight of hand” presented here as kind of
roll) template. It could be the kind of
Cost: 25 Units for a pack of 30 dart
Dart you launch
With from a blowgun,
Psychedelic Drug
Tentative Purchase DC: 6 Required the
Size:kind you shoot
Diminutive (+8from
bonus a dart
to gun
Proficiency: Simple Handed: or the kind
conceal withyou throw. Everything
a “sleight of hand”
Requires 1 hand to use Range but
roll) its range remains the same.
Increment: 30 feet if thrown by The
Cost:Range Increment
20 Units listed
for a pack here
of 30 darts
hand, more if launched from a assumes that you
Tentative Purchase DC: 5 throw the dart,
weapon “To Hit” Bonus: -Rate of without
Requiredany kind of launcher.
Proficiency: Simple
Fire: Each weapon can only be used Handed: Requires 1 hand to use
once, but you can launch as many Range Increment: 30 feet if thrown
of them as you have attacks by hand, more if
launched from a weapon
144
“To Hit” Bonus: -Rate of Fire: Each lose a point of Strength and one
weapon can only be used once, but of Constitution per day for 4d6
you can launch as many of them as days until they are cured by a
you have attacks Damage: Special, doctor or reach 0 Constitution
see description Weight: 1/2 pound and die. Multiple doses won't
Armor Class: 13 (Can't be attacked increase the effect of the disease.
in flight by most weapons) Description: This dart is
Hardness: 3 Hit Points: 1 contaminated with a lethal
DC required to break this item with pathogen. As with a number of the
a Strength Roll: 12 other darts presented here, you
Description: A dart loaded with a could use these same weapon
psychosis-inducing hallucinogenic. I statistics for a blowgun dart, a
have no intention of putting a Dart With
hand-thrown Flesh-Eating
dart, etc. If you're
sermon on the Perils Of Drugs into using this dart with a blowgun, be
this book, but you most definitely Virus
extra careful not to let it touch
don't want to shoot yourself in the Size: Diminutive (+8 bonus to
your lips.
foot with this dart. This isn't the conceal with a “sleight of hand”
kind of dosage that guitarists might roll)
have fun with--in fact it's not even Cost: 50 Units per dart
the kind of dose that drummers Tentative Purchase DC: 7 (usually
might enjoy. illegal)
When hit, the target must make Required Proficiency: Simple
Fortitude Saving Throw vs. DC 20 Handed: Requires 1 hand to use
or lose touch with reality for 3d12 Range Increment: 20 feet if thrown
rounds. Anyone who fails the by hand, more if launched from a
initial Fortitude Saving Throw must weapon “To Hit” Bonus: -Rate of
now make a Willpower Saving Fire: Each weapon can only be used
throw (DC 18) every round or roll once, but you can launch as many
on the following chart. of them as you have attacks
1 Wander away in a random Damage: Special, see description
direction at your normal walking Weight: 1/2 pound
speed for 1-6 rounds. Do not re- Armor Class: 13 (Can't be attacked
roll until you are finished walking. in flight by most weapons)
2-4 Do nothing for 1 round. Hardnes
Stare passively off into space, look s: 3 Hit
at the ground or close your eyes. Points: 1
5- 6 Mutter random insane DC required to break this item
gibberish, clap hands, twitch and with a Strength Roll: 12
engage in other harmless but Description: This dart is infected
distracting crazy behavior for a with a gruesome flesh-eating virus
round, without moving from the that can liquefy a man in minutes.
Plague
spot
Dart It does 1 d6 damage per round
Size: Diminutive are
where you (+8standing.
bonus to Incendiary
until the victim Darteither dies or
7- 9 Attack
conceal with a nearest
“sleightcreature
of hand”for 1
roll)
round Size:
makes Diminutive (+8 vs.
a Fortitude Save bonus to
DC 20.
Cost: 25 Units for a pack of 30 conceal
The target with
cana attempt
“sleight toofmake
hand”a
10 Act normally
Tentative Purchasefor DC:1 6round. You
(usually
are not aware that you have been roll)
Fortitude Saving Throw every
illegal) Cost:
round.20TheUnits forbreaks
dart a packopen
of 30inside
acting
Required crazy. If attacked
Proficiency: while
Simple
insane, darts Tentative
the target Purchase
to release itsDC: 5 and
load
Handed:the victim can
Requires defend
1 hand to use Required
so can be Proficiency: Simple
used only once.
themselves normally,
Range Increment: but unless
20 feet if thrown
they roll amore
10 and "act normally", Handed: Requires 1 hand to use
by hand, if launched from a Range Increment: 20 feet if thrown
they are incapable
weapon “To Hit” Bonus: of articulate
-Rate of
communication. by hand, more if launched from a
Fire: Each weapon can only be used weapon “To Hit” Bonus: -Rate of
once, but you can launch as many Fire: Each weapon can only be used
of them as you have attacks once, but you can launch as many
Damage: Special, see description of them as you have attacks
Weight: 1/2 pound Damage: 1d3 Piercing, plus 1d4
Armor Class: 13 (Can't be attacked Heat per round for 4 rounds
in flight by most weapons) Weight: 1 pound
Hardness: 3 Hit Points: 1 Armor Class: 13 (Can't be attacked
DC required to break this item with in flight by most weapons)
a Strength Roll: 12 Hardnes
Special: Carries an infectious s: 3 Hit
disease. The victim must make a Points: 1
Fortitude Saving Throw vs. DC 15 or DC required to break this item
with a Strength Roll: 12
145
Description: A dart packed with Roll: 12
lightweight plastic thermite Accessories: Miniature Power Cell
compound, which barely increases (1/50 pound, costs 20 units)
its weight. Its flight characteristics Description: This fat, heavy dart
and range are the same as an contains a miniature power cell,
ordinary dart. You can use these which releases all its energy in a
statistics as the template for single electric burst on impact. It is
blowgun, throwing and dartgun hard to make a battery that is both
versions of the weapon. powerful enough to generate a
lethal electric shock, and light
enough that it doesn't seriously
Vibratory Disruptor Dart affect the dart's flight performance.
Size: Diminutive (+8 bonus to This model is not a completely
conceal with a “sleight of hand” satisfying compromise. It is heavy
roll) Mental
and Domination
not very accurate at long
Cost: 25 Units per dart Tentative range, while the electric shock is a
Purchase DC: 6 Required Implant Dart
little underpowered.
Proficiency: Simple Handed: Size: Diminutive (+8 bonus to
Requires 1 hand to use Range conceal with a “sleight of hand”
Increment: 20 feet if thrown by roll)
hand, more if launched from a Cost: 150 Units per dart
weapon “To Hit” Bonus: -Rate of Tentative Purchase DC: (usually
Fire: Each weapon can only be used illegal)
once, but you can launch as many Required Proficiency: Simple
of them as you have attacks Handed: Requires 1 hand to use
Damage: 4d6 Piercing (20 x2) Range Increment: 20 feet if thrown
Weight: 1 pound by hand, more if launched from a
Armor Class: 13 (Can't be attacked weapon “To Hit” Bonus: -Rate of
in flight by most weapons) Fire: Each weapon can only be used
Hardness: 3 Hit Points: 1 once, but you can launch as many
DC required to break this item with of them as you have attacks
a Strength Roll: 12 Damage: Special, see description
Accessories: Miniature Power Cell Weight: 1/2 pound
(1/20 pound, costs 20 units) Armor Class: 13 (Can't be attacked
Description: This heavy, chunky dart in flight by most weapons)
contains a miniature sonic Hardness: 3 Hit Points: 1
disruptor, which goes off on DC required to break this item with
impact, wreaking grisly harm on the a Strength Roll: 12
target. The effects of a sonic Accessories: Mind Control Unit
disrupter aren't pretty and seeing (Weighs lk pound, costs 1,500 units,
this weapon used on someone is usually illegal, has 2 Hit Points and
cause for an immediate morale no damage resistance. You wear it
check. The disrupter and its power on your head) Description: Anyone
source have beenDart stripped down as struck by this tiny dart must make a
Electrostatic
much Willpower Saving Throw vs. DC 20
Size: Diminutive (+8 save
as possible to bonusonto or at once become the willing thrall
weight,
conceal so thea dart
with usually
“sleight burns
of hand” of whoever is wearing the mind-
itself
roll) out on the first time it's used. control unit. They can make
Why
Cost: anyone would
1 Unit per darttake a stealthy,
Tentative another Saving Throw every hour,
silent weapon
Purchase DC: 2like a dart, and add
Required plus one every time they are
something as noisy and indiscreet
Proficiency: Simple Handed: instructed to do something
as a sonic1disrupter
Requires hand to use remains
Range severely counter to their nature (it's
unclear.
Increment: 20 feet if thrown by purely the DM's call as to what
hand, more if launched from a qualifies) This effect lasts
weapon “To Hit” Bonus: -Rate of indefinitely, until they make the
Fire: Each weapon can only be used saving throw or someone removes
once, but you can launch as many the dart.
of them as you have attacks Removing the dart from a target
Damage: 1d3 Piercing (20 x2) plus who isn't struggling requires a
2d8 Electrical Weight: 1 pound Dexterity Roll or some sort of
Armor Class: 13 (Can't be attacked medical skill roll vs. DC 20, and
in flight by most weapons) does 1 point of damage to the
Hardness: 3 Hit Points: 1 target. To pluck the implant out of
DC required to break this item with a target who is sturggling requires
a Strength a touch attack at a -4 and does 1d3
damage.
The mind-control unit's range is146
about one mile. It allows the
enslaved character to hear the
user's commands, but does not let
the user read the enslaved
character's thoughts.
Cost: 5 Units per dart example) they will turn around and
Tentative Purchase DC: 2 (usually run screaming in a different
illegal) random direction.
Required Proficiency: Simple 3) The character's neural
Handed: Requires 1 hand to use responses become weirdly sluggish.
Range Increment: 20 feet if thrown They must make a Willpower
by hand, more if Saving Throw vs. DC 20 to take any
launched from a weapon action at all, and even then all their
“To Hit” Bonus: +2 vs. Armor Only rolls suffer a -4 penalty
Rate of Fire: Each weapon can only 4) The character becomes
be used once, but homicidal and will attack the
you can launch as many of them as closest available target with
you have attacks whatever melee weapon is closest
Damage: 1d6 Piercing (19-20 x3) to hand. They will use no missile
per round for 1-6 attacks. Even if they are holding
rounds. Only roll for critical hits on some kind of missile weapon, they
the first round. will use it only as a club. If the
Weight: 1/2 pound target dies, falls unconscious or lies
Armor Class: 13 (Can't be attacked still, they keep hitting it for one
in flight by most weapons) round and then move on the next
Hardness: 3 Hit Points: 1 nearest target.
DC required to break this item 5) Target temporarily loses 3d6
with a Strength Roll: 14 Wisdom, down to a minimum of 1.
Description: This dart is tipped 6) Target lapses into immobility
Psi-Scream
with
burrows
a spiralDart drill bit, which
into the target's flesh until
and is aware of nothing but violent
hallucinations for the duration of
Size: Diminutive (+8 bonus to
it runs out
conceal of power,
with comes
a “sleight of to rest
hand” the effect. They can take no action
against something too solid to dig
roll) and can't effectively defend
through or comes
Cost: 75 Units out the other
per dart themselves.
side.
Tentative Purchase DC: 9 (Often 7) Target is rendered both Blind
Unavailable) Required Proficiency: and Deaf for the duration of the
Simple Handed: Requires 1 hand effect.
to use Range Increment: 20 feet if 8)The character attacks
thrown by hand, more if launched themselves with the closest
from a weapon “To Hit” Bonus: -- available weapon. Not the most
Rate of Fire: Each weapon can only damaging weapon, just the closest.
be used once, but you can launch If two weapons are equally close,
as many of them as you have they will chose melee weapons
attacks Damage: Special, see over ranged weapons and weapons
description Weight: 1/2 pound that do more damage over
Armor Class: 13 (Can't be attacked weapons that do less damage. They
in flight by most weapons) automatically hit. Roll damage as
Hardnes per normal. They will do this once
s: 3 Hit per round until
Life-Drain the effect wears off
Dart
Points: or they
Size: die.
Diminutive (+8 bonus to
1 Robotswith
conceal are aunaffected
“sleight ofby this
hand”
DC required to break this item dart
roll) and if the DM is using psionics
with a Strength Roll: 12 in his 85
Cost: or her
Units campaign
per dart there may
Special: Anyone struck by the dart be psionic defenses
Tentative Purchase DC: which block or
9 (Often
must make a Willpower Saving help resist itsRequired
Unavailable) effect. Description:
Proficiency:A
Throw vs. DC 20. The psi-scream dart
Simple with a miniature
Handed: culture
Requires of to
1 hand
affects different people in different telepathic
use Range human Increment:brain30tissue
feet if
ways, but the effects always last growing
thrown by in hand,
it. Whenmoretheifdart hits
launched
for 2d10 rounds. Roll on the chart the target, the brain matter
from a weapon “To Hit” Bonus: --
beneath to find out what happens convulses
Rate of Fire: and dies,
Each broadcasting
weapon can only
to characters who fail their Saving its
be used once, but youincan
agonies to anyone thelaunch
Throws. vicinity,
as manycausing
of themthem as youunspeakable
have
1) Character collapses in a pain and bewildering,
attacks Damage: 1d2 Piercing senseless (20
heap, aware of their surroundings visions.
x2). TargetOnly mustsocieties
make well-versed
a Willpower
but unable to take any action as in the arts
Saving throw of psionics
vs. DC 25and genetic
or receive
their body jerks and spasms at engineering can manufacture
1d3 negative levels Weight: 1/2 these,
random. They will also drop and
pound then only if they still use darts.
anything they are holding and fall Armor Class: 13 (Can't be attacked
down, which may or may not have in flight by most weapons)
an effect on game play, depending Hardness: 2
on the situation and on how cruel 147
the DM is feeling.
2) The character runs,
screaming gibberish in a straight
line in a random direction. They
still have their full AC bonus for
Hit Points: 2 chance that it will break. The odds
DC required to break this item rise to15% if it misses. If it hits a
with a Strength Roll: 12 non-living target, the DM should
Description: An oddly shaped judge the chances of breakage
crystalline throwing dart. A based on the object's Hardness. For
product of some weird psionic every point of Hardness, there is a
technology, it actually sucks the 10% chance that the dart will break.
life-force out of the target. This
item can be reused as many times
as you can retrieve it. Every time it
Attack Drones
strikes a living target, there is a
10%
We present you here with a whole wide range of diabolical little devices, built
to seek out and attack targets under their own power. Some bore their way
into the target, some inject them with poison or other unpleasant substances,
some slash them with tiny knives. Illegal just about everywhere, miniature
attack drones are almost always used for terror and assassination.
The DM should feel free to vary the appearance of these devices widely-
they're often built by warped inventors who make them look like toys

Miniature Robot Attack you prefer. In fact, quite a
number of sick freaks have
Drone made evil robot toys which work
Size: Tiny (+4 bonus to conceal with on this model. Whether it's a
a “sleight of hand” roll) faceless spinning blade on
Cost: 250 Units wheels, a pair of razor-sharp
Tentative Purchase DC: 13 (usually chattering teeth or a cute little
illegal) teddy bear with a boning knife
Required Proficiency: Simple Poison Injecting
in his adorable Miniature
little paw, it
Handed: N/A Range Increment: -“To should
Robot have
Attack Drone same
about these
Hit” Bonus: -Rate of Fire: Once per statistics.
Size: Tiny (+4 bonus to conceal
round Damage: 1d6 Slashing (19-20 with a “sleight-of- hand” roll)
x2) Cost: 350 Units
Weight: 1 pound Tentative Purchase DC: 14 (usually
Armor Class: See description illegal)
Hardness: See description Required
Hit Points: See description Proficiency: Simple
DC required to break this item with Handed: N/A
a Strength Range Increment: -
Roll: 12 “To Hit” Bonus: --
Special: This weapon is capable of Magazine: 3
independent action. Treat it as a Rate of Fire: Once per round
Fine Construct with an AC of 18, 5 Damage: 1d3 Piercing damage (19-
hit points, 5 points of Hardness and 20 x3). Target
an Attack Bonus of +5. It is immune must make a Fortitude Saving
to mind-influencing effects, poison, Throw vs. DC 15 or
disease, and all the other frailties of take an additional 4d8 dice of
biological life. It is not subject to damage from poison.
critical hits, nonlethal damage, Weight: 1 pound
ability damage, energy drain, or Armor Class: See description
death from massive damage. It can Hardness: See description
move 20 feet per round under its Hit Points: See description
own power and effectively has a DC required to break this item with
Stealth Skill of +5. It does not draw a Strength
attacks of opportunity when it Roll: 10
attacks The construct does 1 d6 Special: This weapon is capable of
Slashing damage with its blade. independent action. Treat it as a
Accessories: Remote Control Fine Construct with an AC of 18, 5
(1/20th lb, costs 400 Units, range hit points, 5 points of Hardness and
of 300 yards unless the DM an Attack Bonus of +5. It is immune
determines that something is to mind-influencing effects, poison,
interfering with the signal, allows and disease. It is not subject to
the user to effectively see through critical hits, nonlethal damage,
the drone's camera), Supplemental 148
Audio Unit (1/20 pound, costs 50 ability damage, energy drain, or
units, allows the user to hear death from massive damage. It can
through the drone as well as see) move 20 feet per round under its
Description: A generic template own power and effectively has a
for a tiny robot which attacks Stealth Skill of +4. It does draw
Accessories: Remote Control
(1/20th lb, costs 400 Units, range
of 300 yards unless the DM Remote Control Injection
determines that something is
interfering with the signal, allows Device
the user to effectively see Size: Diminutive (+8 bonus to
through the drone's camera), conceal with a “sleight of hand”
Supplemental Audio Unit (1/20 roll)
pound, costs 50 units, allows the Cost: 1,000 Units
user to hear through the drone Tentative Purchase DC: 18 (usually
as well as see) illegal) Required Proficiency:
Description: A small, scuttling Simple Handed: Requires 0 or 1
metal spider with a pair of steel hand to use Range Increment: -“To
injector fangs, loaded with a Hit” Bonus: -Magazine: 25 doses of
powerful anti-coagulent. The various dangerous substances.
poison causes copious bleeding Battery enables the unit to float or
and an exceedingly painful death. fly for 100 rounds until it needs
It takes a full minute of careful replacement.
work and a skill roll (the DM Rate of Fire: Once per round
decides which skill) vs. DC 13 to Damage: Variable, See description
reload its poison reservoir. You can Weight: 1 pound Armor Class: 13
Flying
see throughMiniature
the spider's eyes Robot
on a (21 in the air)
tiny solid-state screen and can Hardness: 3 Hit Points: 1
Attack
instruct itDrone
to change targets in the DC required to break this item
Size:
middle Fine
of (+12 bonus
a mission ortowithdraw
conceal with a Strength Roll: 10
with a “sleight-of-
and return to your hand”
side. Youroll)can Special: This weapon is capable of
Cost: 400it Units
also tell to self- destruct, causing independent action. Treat it as a
Tentative
1 d3 Slashing Purchase
damage DC:to15anyone Diminutive Construct with an AC
(usually illegal) Required
who is touching it as it flies apart. of 17, 2 hit points, 3 points of
Proficiency: Simple Handed: Hardness and an Attack Bonus of
N/A Range Increment: -“To +5. It is immune to mind-
Hit” Bonus: -Rate of Fire: influencing effects, poison and
Once per round Damage: 1d4 disease. Nor is it subject to critical
Slashing (19-20 x2) hits, nonlethal damage, ability
Weight: 1 pound damage, energy drain, or death
Armor Class: See description from massive damage. It can move
Hardness: See description at a speed of 35 feet per round
Hit Points: See description (Maneuverability Perfect).
DC required to break this item with Accessories: Miniature Energy Cell
a Strength (1/20 pound, costs 30 units),
Roll: 13 Remote Control (1/20th lb, costs
Special: This weapon is capable of 400 Units, range of 300 yards
independent action. Treat it as a unless the DM determines that
Fine Construct with an AC of 19, something is interfering with the
4 hit points, 5 points of Hardness signal, allows the user to
and an Attack Bonus of +5. It is effectively see through the drone's
immune to mind-influencing camera), Supplemental Audio Unit
effects, poison and disease. Nor is (1/20 pound, costs 50 units, allows
it subject to critical hits, nonlethal the user to hear through the drone
damage, ability damage, energy as well as see), Extra Loads of
drain, or death from massive Toxin/Bioweapon (1/20 pound.,
damage. It can fly 60 feet per priced by type of toxin, as
round under its own power determined by the DM)
(Maneuverability Good) and does Description: A tiny flying construct,
not draw attacks of opportunity based around a minature anti-
when it attacks. gravity module.
Accessories: Remote Control It generally has about five doses
(1/20th lb, costs 400 Units, range each of various deadly poisons
of 300 yards unless the DM and mind-melting drugs stored in
determines that something is its reservoirs. We've fitted this
interfering with the signal, allows particular model with a mixture of
the user to effectively see toxins and narcotics that you
through the drone's camera), might find amusing, but of course
Supplemental Audio Unit (1/20 you're free to load it with whatever
pound, costs 50 units, allows the horrible substances you like.
user to hear through the drone It presently holds 5 doses of a
as well as see) toxin that requires the target to 149
Description: A generic template for make a Saving Throw vs. DC 15 or
a tiny flying robot which attacks take 3d8 damage, 5 doses of a
the target with some kind of sharp different toxin which automatically
little melee weapon. You can make does 1 d4 damage per round to
(this goes on for 3d8 hours or until
the target reaches 0 Constitution
and dies).
Steering the device can be a
challenge. You can see through the
tiny camera mounted by the
needle, by making use of a special
eyepiece (at the DM's discretion,
certain types of electromagnetic
radiation may interfere with the
link or affect the device in peculiar
ways). It requires Concentration to
guide the injection module to its
target while peering through its
tiny camera.
If you are attacking a target Guided Land-Torpedo
within your own line of sight, then Size: Tiny (+4 bonus to conceal
you don't need to use the eyepiece with a “sleight of hand” roll)
or Concentrate. Just make a ranged Cost: 450 Units
attack. Tentative Purchase DC: 15 (often
Murder
The power Mole cell lasts for one unavailable) Required Proficiency:
hundred rounds
Size: Diminutive (+8 bonusworthto of Simple Handed: N/A Range
movement.
conceal withAfter that, ofthe
a “sleight camera
hand” Increment: -“To Hit” Bonus: -Rate
shuts
roll) down and the unit floats of Fire: Once per round Damage:
silently
Cost: to the
1,500 Unitsfloor. It takes a full 5d6 Bludgeoning to everything in a
round
Tentativeto Purchase
unscrew DC: the19unit's rear
(usually 5 foot radius. A Reflexes Saving
section Required
illegal) and replace either the
Proficiency: Throw vs. DC 15 halves the
power cell
Simple or theRequires
Handed: reservoirs.0 or 1 damage.
hand to use Range Increment: -“To Weight: 2 pounds Armor Class: 18
Hit” Bonus: +2 Magazine: 50 Hardness: 2 Hit Points: 2
Rate of Fire: Once per round DC required to break this item with
Damage: 2d6 Piercing (19-20 x3) per a Strength Roll: 12
round. See Accessories: Remote Control
description for more details. (1/20th lb, costs 400 Units, range
Weight: 1 pound of 300 yards unless the DM
Armor Class: 13 (22 in the air) determines that something is
Hardness: 4 Hit Points: 1 interfering with the signal, allows
DC required to break this item with the user to effectively see through
a Strength Roll: 13 the drone's camera),
Accessories: Miniature Energy Cell Supplemental Audio Unit (1/20
(1/20 pound, costs 30 units), pound, costs 50 units, allows the
Remote Control (1/20th lb, costs user to hear through the drone as
400 Units, range of 300 yards well as see), Energy Cell (1/2
unless the DM determines that pound, costs 10 units, powers the
something is interfering with the torpedo for 1 hour)
signal, allows the user to effectively Description: A bomb on wheels,
see through the drone's camera), this device is something like a tiny
Supplemental Audio Unit (1/20 remote-controlled car, although it
pound, costs 50 units, allows the can run equally well when flipped
user to hear through the drone as over onto its back. You steer it with
well as see) a miniature remote control which
Description: A sort of tiny floating can be built into any small
antigravity module with a drill at unobtrusive object (subject to the
one end, the Murder Mole is DM's approval). It is equipped with
really better for assassinations an electromagnet that allows it to
and random acts of savagery than stick to walls in zero gravity. It can't
for use on the battlefield. A swim. The device can run along the
harmless looking oval metal pod, bottom but can't reach targets on
about the size of a pen, it floats the surface (unless of course
along at a rate of 40 feet per they're in the blast radius when it
round, enough to catch a fleeing goes off).
victim but not a fleeing vehicle. Unlike most missile weapons, the
When it gets close enough to land torpedo doesn't simply make
make contact with its hapless an attack, hit or miss and then go
victim the pod blossoms open like away. You can use it to chase down
a flower, revealing its ugly set of the target, round after round. It 150
hooks and boring tools. The Mole moves at 110 feet per round and
will continue boring into the victim, must make a Ranged Touch Attack
doing 2d6 damage per round until to hit the target. If you miss, just
it's destroyed, detached or the keep chasing the target and hope
target dies. It is surprisingly they don't outrun it, go out of your
line of sight. If you fail, the torpedo you succeed, you can carefully
moves 30 feet in a random steer it back into your line of sight.
direction unless you shut it down If you fail, the torpedo moves 30
altogether. feet in a random direction unless
There may be certain types of you shut it down altogether.
electromagnetic radiation which The torpedo can dig through
interfere with your ability to dirt, sand or clay, but it is stymied
control the weapon. The DM by solid rock and will attempt to
should adjudicate the details. go around it, circling the target
Sufficiently rough terrain (DM's Flying
until Buzz-Bomb
its power Torpedo
cell runs out.
call) may reduce the device's Size: Tiny (+4 bonus to conceal
Burrowing
movement Torpedo
rate by half or even with a “sleight of hand” roll)
more, but nothing
Size: Small (No bonus apart from ato
or penalty Cost: 650 Units Tentative Purchase
wall or with
conceal a chasm willofblock
a “sleight hand” it DC: 16 Required Proficiency:
completely.
roll) Simple Handed: N/A Range
Cost: 600 Units Tentative Purchase Increment: -“To Hit” Bonus: -Rate
DC: 16 Required Proficiency: Simple of Fire: Once per round Damage:
Handed: N/A Range Increment: -- 5d6 Piercing to everything in a 5
“To Hit” Bonus: -Rate of Fire: Once foot radius. A Reflexes Saving
per round Damage: 1d12+2 Throw vs. DC 15 halves the
Piercing (19-20 x2) to everything in damage.
a 10 foot radius. A Reflexes Saving Weight: 1
Throw vs. DC 18 halves the pound
damage. Armor
Weight: 4 pounds Armor Class: 16 Class: 20
Hardness: 4 Hit Points: 3 Hardness:
DC required to break this item with 5 Hit
a Strength Roll: 15 Points: 2
Accessories: Remote Control DC required to break this item with
(1/20th lb, costs 400 Units, range of a Strength Roll: 14
300 yards unless the DM Accessories: Remote Control
determines that something is (1/20th lb, costs 400 Units, range
interfering with the signal, allows of 300 yards unless the DM
the user to effectively see through determines that something is
the drone's camera), Supplemental interfering with the signal, allows
Audio Unit (1/20 pound, costs 50 the user to effectively see through
units, allows the user to hear the torpedo's camera and radar
through the drone as well as see), sensors), Energy Cell (1/2 pound,
Energy Cell (1/2 pound, costs 10 costs 10 units, powers the torpedo
units, powers the torpedo for 1 for 1 hour) Description: A
hour) miniature aircraft with a bomb on
Description: A kind of mechanical board. It can be steered toward an
mole with a bomb attached. It will evading target, attacking round
home in on and pursue whatever after round until it runs out of
target you select until it runs out of power or gets shot down. It moves
fuel. It doesn't simply make an at 150 feet per round and must
attack, hit or miss. If it misses on make a Ranged Touch Attack to hit
the first round it can chase down the target. If it misses, it will keep
the target, attacking again and chasing the target until they go
again. It moves at 80 feet per round inside a fortified building or its
and must make a Ranged Touch batteries run out. This is a more
Attack to hit the target. If it misses sophisticated weapon than the
it will keep chasing the target until "Land Torpedo" and will continue
its batteries run out. to home in on the target even if
If you lose sight of the torpedo you aren't actively controlling it. If
while you are directing it, make an the target goes inside and the
Intelligence Roll vs. DC 20. If weapon is flying on autopilot, it
will become confused and circle
the building until either the target
comes back out or its batteries run
down

151
Aerosol
Weapons

Largely used for self-defense, aerosol weapons spray the target with one or
another noxious substance. They tend to be small, sometimes small enough to
wear on a keychain, and are often disposable.
Their effects are as variable as the whole vast range of things you wouldn't
want sprayed in your eyes. Some do subdual damage, others etch the
target's skin with caustic chemicals, some burst into flame on contact or
convey insidious toxins. As a rule, the more destructive the effects of an
aerosol weapon, the more likely it is to be illegal.
Generic Aerosol Spray
Weapon Aerosol Stun Spray
Size: Tiny (+4 bonus to conceal
Size: Tiny (+4 bonus to conceal with a “sleight-of- hand” roll)
with a “sleight of hand” roll) Cost: 50 Units Tentative Purchase
Cost: 50 Units Tentative Purchase DC: 7 Required Proficiency: Simple
DC: 7 Required Proficiency: Simple Handed: Requires 1 hand to use
Handed: Requires 1 hand to use Range Increment: Maximum Range
Range Increment: Maximum Range 20 feet “To Hit” Bonus: -Magazine:
20 feet “To Hit” Bonus: -Magazine: 15
15 Rate of Fire: Once per round
Rate of Fire: Once per round Damage: 4d6 Nonlethal Damage. A
Damage: 2d6 Poison (if the target Fortitude Saving
makes a Fortitude Throw vs. DC 25 negates the
Saving Throw vs. DC 15, they take damage.
half damage) Weight: 1 pound Armor Class: 13
Weight: 1 pound Hardness: 2 Hit Points: 1
Armor Class: 13 DC required to break this item with
Hardness: 2 a Strength Roll: 13
Hit Points: 1 Special: Can either make a ranged
DC required to break this item with touch attack against a single target
a Strength Roll: 13 or attack an entire ten-foot square.
Special: Can either make a ranged A target square has an effective
touch attack against a single target defense of 10, and anyone in it can
or attack an entire ten-foot square. make a Reflexes Saving Throw vs.
A target square has an effective DC 18 to take half damage.
defense of 10, and anyone in it can Accessories: Extra Load (weighs
make a Reflexes Saving Throw vs. 1/10 pound, costs 40 units)
DC 18 to take half damage. Description: This is the single most
Accessories: Extra Load (weighs common type of aerosol spray
1/10 pound, costs 50 units) weapon. It contains a skin irritant,
Description: A small spray canister much like CX tear gas or pepper
filled with a fast- acting toxic spray. Unlike those substances, it
chemical. It does little visible has been carefully engineered not
damage to the target, although to do the target any lasting
their skin turns pale and unhealthy- damage if it gets in their mouth or
looking. It also causes relatively nasal cavity and is all but
little pain, despite all the damage it impossible to kill anybody with. It
does. This makes it an excellent has no effect on robots, or anyone
asassination weapon, which in turn 152 in a gas mask or a sealed
makes law-enforcement authorities environment suit.
very suspicious of anybody they
find carrying one.
Armor Class: 13
Hardness: 2 Hit Points: 1
Aerosol Immobilizer Foam DC required to break this item with
a Strength Roll: 13
Spray Special: Can attack either a single
Size: Tiny (+4 bonus to conceal target or a ten-foot square. If it is
with a “sleight-of- hand” roll) used against an entire square, the
Cost: 50 Units Tentative Purchase target can make a Reflexes Saving
DC: 7 Required Proficiency: Simple Throw vs. DC 18 to take half
Handed: Requires 1 hand to use damage. Anyone who takes any
Range Increment: Maximum Range Nonlethal Damage must make a
20 feet “To Hit” Bonus: -Magazine: Fortitude Saving Throw vs. DC 20
15 or be Stunned (as per the Monk
Rate of Fire: Once per round special attack), and unable to take
Damage: Special, see description any action for one round.
Weight: 1 pound Armor Class: 13 Accessories: Extra Load (weighs
Hardness: 2 Hit Points: 1 1/10 pound, costs 50 units)
DC required to break this item with Description: An innocent looking
a Strength Roll: 13 little canister, loaded with a neural
Accessories: Solvent Capsule agent that induces unbelievable
(Weighs 1/20th lb, costs 25 Units, agony in the target. It's a good
holds 4 doses, dissolves and idea to run away once the target is
inactivates foam in 1 -3 rounds) immobilized, as you really won't
Special: Can make a Ranged Touch want to be around them when it
Attack vs. a single target or can wears off. A completely sealed suit
attack an entire ten-foot square Aerosol
with its ownHallucinogenic
oxygen supply will
(the target square has an effective Spray
protect the target from the effects
defense of 10). To evade the area of theTiny
Size: weapon, but ato
(+4 bonus gas-mask
conceal
attack, anyone in the target square won't. The drug is absorbed
with a “sleight-of- hand” roll)
must make a Reflexes Saving through
Cost: the skin
75 Units and doesn't
Tentative need
Purchase
Throw vs. DC 18, and spend their to
DC:be 9 inhaled.
Required Proficiency: Simple
next Movement to leave the Handed: Requires 1 hand to use
affected square. Anyone caught in Range Increment: Maximum Range
the foam suffers a -2 penalty on all 20 feet “To Hit” Bonus: -Magazine:
attacks, and has their Dexterity 15
effectively reduced by 4. They must Rate of Fire: Once per round
immediately make another Reflexes Damage: The target must make a
Saving Throw (DC 15) or they are Fortitude Saving Throw vs. DC 18
completely mired in the foam, or hallucinate wildly for 3d6
unable to move. Even if they make rounds. See the description for
the second saving throw, they still details.
only move at half their normal rate. Weight: 1 pound Armor Class: 13
To free themselves, they must Hardness: 2 Hit Points: 1
make a Strength check vs. DC 27, DC required to break this item with
or do at least 17 points of damage a Strength Roll: 13
to the foam. It is impossible to miss Special: Can attack either a single
the foam with an attack. target or a ten-foot square. The
Accessories: Extra Load (weighs target square has an effective
1/10 pound, costs 50 units) defense of 10. No Reflexes Saving
Description: Silly string on strange Throw is allowed. Accessories: Extra
Aerosol
bad steroids. Pain
ThisSpray
canister contains Load (weighs 1/10 pound, costs 75
Size:
enoughTinyquick-hardening
(+4 bonus to conceal
foam to
with units)
coveraeverything
“sleight-of-inhand” roll)
a ten-foot Description: A spray canister
Cost:
square.50The
Units Tentative
foam hardens Purchase
in one
DC: 7 Required Proficiency: Simple loaded with a powerful
round and becomes harmless to psychotropic--it's a bummer in a
Handed:
touch. Requires 1 hand to use
Range can. This stuff isn't just a
It does Increment:
however blockMaximum Range
the square, perception-altering drug like the
20 feet “To
making Hit” Bonus:
it impossible to-Magazine:
move
15 kinds of hallucinogenics people
through. experiment with at Phish concerts.
Rate of Fire: Once per round
Damage: 3d6+3 Nonlethal Weight: It's more like having delerium
1 pound tremens. If the target fails their
saving throw they will experience
actual visual hallucinations, vivid
and terrifying, like some cheesy
anti-drug film from the 1930s.
The world won't make any 153
sense to them or vice versa for
the duration of the drug's effect,
so roll at random on the chart
below to see how they behave.
1 Wander off in a random direction
(unless prevented)
2-4 Do nothing for 1 round. Aerosol Hemorrhage-Gas
Stare passively off into space, Spray
look at the ground or close your
eyes. Size: Tiny (+4 bonus to conceal
5 Fall to the ground and with a “sleight-of- hand” roll)
convulse, doing 1-2 points of Cost: 75 Units
damage to yourself for one round. Tentative Purchase DC: 9 (usually
6- 7 Mutter random insane illegal)
gibberish, clap hands, twitch and Required Proficiency: Simple
engage in other harmless but Handed: Requires 1 hand to use
distracting crazy behavior for a Range Increment: Maximum Range
round, without moving from the 20 feet “To Hit” Bonus: -Magazine:
spot where you are standing. 15
8- 9 Scream uncontrollably Rate of Fire: Once per round
for 1-6 rounds, attracting lots of Damage: Special, see description
unwanted attention. You can do Weight: 1 pound Armor Class: 13
nothing but stand in one place Hardness: 2 Hit Points: 1
and scream. DC required to break this item with
10 Attack the nearest character a Strength Roll: 13
Aerosol Sleep object
or other moving Spraywith the Special: Can affect a single target
nearest
Size: Tinyavailable
(+4 bonus melee weapon
to conceal or a ten-foot square adjacent to
for two
with rounds.
a “sleight-of- hand” roll) the person firing the weapon. The
If attacked
Cost: while under
50 Units Tent